Implement SetupJumboEngineSound

This commit is contained in:
Filip Gawin 2020-02-24 21:54:26 +01:00
parent 67398809a3
commit 3b8a177470
2 changed files with 39 additions and 13 deletions

View File

@ -7922,8 +7922,34 @@ cAudioManager::SetSpeakerConfig(int32 conf) const
SampleManager.SetSpeakerConfig(conf);
}
WRAPPER
bool cAudioManager::SetupJumboEngineSound(uint8, int32) { EAXJMP(0x56F140); }
bool
cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
{
if(m_sQueueSample.m_fDistance >= 180.f) return 0;
uint8 emittingVol = vol - gJumboVolOffsetPercentage % 50;
m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 180.f, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_bVolume) {
m_sQueueSample.m_counter = 3;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
m_sQueueSample.m_bBankIndex = 0;
m_sQueueSample.m_bIsDistant = 0;
m_sQueueSample.field_16 = 1;
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.field_48 = 4.0;
m_sQueueSample.m_fSoundIntensity = 180.0f;
m_sQueueSample.field_56 = 0;
m_sQueueSample.field_76 = 4;
m_sQueueSample.m_bReverbFlag = 1;
m_sQueueSample.m_bRequireReflection = 0;
AddSampleToRequestedQueue();
}
return true;
}
bool
cAudioManager::SetupJumboFlySound(uint8 emittingVol)

View File

@ -354,10 +354,10 @@ public:
void ClearMissionAudio(); /// ok
void ClearRequestedQueue(); /// ok
int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
float speedMultiplier) const; /// ok
int32 ComputePan(float, CVector *); /// ok
float speedMultiplier) const; /// ok
int32 ComputePan(float, CVector *); /// ok
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; /// ok
int32 CreateEntity(int32 type, void* entity); /// ok
int32 CreateEntity(int32 type, void *entity); /// ok
void DestroyAllGameCreatedEntities(); /// ok
void DestroyEntity(int32 id); /// ok
@ -535,7 +535,7 @@ public:
void ProcessProjectiles(); /// ok
void ProcessRainOnVehicle(cVehicleParams *params); /// ok
void ProcessReverb() const; /// ok
bool ProcessReverseGear(cVehicleParams *a2); /// ok
bool ProcessReverseGear(cVehicleParams *params); /// ok
void ProcessSawMillScriptObject(uint8 sound); /// ok
void ProcessScriptObject(int32 id); /// ok
void ProcessShopScriptObject(uint8 sound); /// ok
@ -558,12 +558,12 @@ public:
int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const;
void ReleaseDigitalHandle() const;
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
float collisionPower, float intensity2); /// ok
void ReportCrime(int32 crime, const CVector *pos); /// ok
void ResetAudioLogicTimers(uint32 timer); /// ok
void ResetPoliceRadio(); /// ok
void ResetTimers(uint32 time); /// ok
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
float intensity2); /// ok
void ReportCrime(int32 crime, const CVector *pos); /// ok
void ResetAudioLogicTimers(uint32 timer); /// ok
void ResetPoliceRadio(); /// ok
void ResetTimers(uint32 time); /// ok
void Service(); /// ok
void ServiceCollisions(); /// ok
@ -585,7 +585,7 @@ public:
void SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter); /// ok
void SetUpOneShotCollisionSound(cAudioCollision *col); /// ok
bool SetupCrimeReport(); /// ok
bool SetupJumboEngineSound(uint8 a2, int32 a3); // todo
bool SetupJumboEngineSound(uint8 vol, int32 freq); /// ok
bool SetupJumboFlySound(uint8 emittingVol); /// ok
bool SetupJumboRumbleSound(uint8 emittingVol); /// ok
bool SetupJumboTaxiSound(uint8 vol); /// ok