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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Merge pull request #771 from theR4K/miamiDev
more audio for god of audio
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5c64dba65a
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@ -275,6 +275,7 @@ cAudioManager::ResetTimers(uint32 time)
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SampleManager.SetEffectsFadeVolume(0);
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SampleManager.SetMusicFadeVolume(0);
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MusicManager.ResetMusicAfterReload();
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m_bIsPlayerShutUp = false;
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#ifdef AUDIO_OAL
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SampleManager.Service();
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#endif
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@ -622,7 +623,6 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
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}
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// --MIAMI: Done
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void
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cAudioManager::AddReflectionsToRequestedQueue()
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{
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@ -684,7 +684,6 @@ cAudioManager::AddReflectionsToRequestedQueue()
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m_sQueueSample.m_fDistance = oldDist;
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}
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// --MIAMI: Done
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void
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cAudioManager::UpdateReflections()
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{
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@ -4,6 +4,7 @@
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#include "AudioCollision.h"
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#include "PoliceRadio.h"
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#include "VehicleModelInfo.h"
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#include "Vehicle.h"
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class tSound
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{
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@ -97,7 +98,7 @@ public:
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void Process(); // done
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};
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VALIDATE_SIZE(cPedComments, 1164);
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VALIDATE_SIZE(cPedComments, 0x490);
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class CEntity;
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@ -230,8 +231,8 @@ public:
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~cAudioManager();
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// getters
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uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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uint32 GetFrameCounter() const { return m_FrameCounter; } // done
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
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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 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
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@ -248,7 +249,7 @@ public:
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void CalculateDistance(bool &condition, float dist); // done
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bool CheckForAnAudioFileOnCD() const; // done
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void ClearActiveSamples(); // done
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void ClearMissionAudio(uint8 slot); // done
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void ClearMissionAudio(uint8 slot); // done (inlined in vc)
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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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@ -358,7 +359,7 @@ public:
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uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable();
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void GenerateIntegerRandomNumberTable(); // done
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char *Get3DProviderName(uint8 id) const;
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uint8 GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
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@ -373,107 +374,108 @@ public:
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uint8 GetNum3DProvidersAvailable() const; // done
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uint32 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, cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
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float GetVehicleDriveWheelSkidValue(CVehicle* veh, tWheelState wheelState, float gasPedalAudio, cTransmission* transmission, float velocityChange); // done
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float GetVehicleNonDriveWheelSkidValue(CVehicle* veh, tWheelState wheelState, cTransmission* transmission, float velocityChange); // done
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bool HasAirBrakes(int32 model) const; // done
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void Initialise(); // done
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones();
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void InitialisePoliceRadio(); //done
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void InitialisePoliceRadioZones(); //done
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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 IsAudioInitialised() const; // done
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bool IsMissionAudioSampleFinished(uint8 slot); // done
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bool IsMP3RadioChannelAvailable() const; // done
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, int16 sound, float vol); // done
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void PlaySuspectLastSeen(float x, float y, float z); //
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void PlaySuspectLastSeen(float x, float y, float z); // done
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void PlayerJustGotInCar() const; // done
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void PlayerJustLeftCar() const; // done
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void PostInitialiseGameSpecificSetup(); //
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void PostInitialiseGameSpecificSetup(); // done
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void PostTerminateGameSpecificShutdown(); // done
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void PreInitialiseGameSpecificSetup() const; // done
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void PreloadMissionAudio(uint8 slot, Const char *name); // done
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void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); //done
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bool ProcessAirBrakes(cVehicleParams *params);
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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void ProcessActiveQueues(); // done
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bool ProcessAirBrakes(cVehicleParams& params); // done
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bool ProcessBoatEngine(cVehicleParams& params);
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bool ProcessBoatMovingOverWater(cVehicleParams& params);
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#ifdef GTA_BRIDGE
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void ProcessBridge();
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void ProcessBridgeMotor();
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void ProcessBridgeOneShots();
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void ProcessBridgeWarning();
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void ProcessBridge(); // done(bcs not exists in VC)
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void ProcessBridgeMotor(); // done(bcs not exists in VC)
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void ProcessBridgeOneShots(); // done(bcs not exists in VC)
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void ProcessBridgeWarning(); // done(bcs not exists in VC)
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#endif
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bool ProcessCarBombTick(cVehicleParams *params); // done
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void ProcessCesna(cVehicleParams *params); //
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//void ProcessCrane(); //
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bool ProcessEngineDamage(cVehicleParams *params); // done
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bool ProcessCarBombTick(cVehicleParams& params); // done
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void ProcessCarHeli(cVehicleParams& params); // done
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void ProcessCesna(cVehicleParams& params); //
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//void ProcessCrane(); // done(bcs not exists in VC)
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bool ProcessEngineDamage(cVehicleParams& params); // done
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void ProcessEntity(int32 sound); // done
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void ProcessExplosions(int32 explosion); // done
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void ProcessFireHydrant(); // done
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void ProcessFires(int32 entity); //
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void ProcessFires(int32 entity); // done
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void ProcessFrontEnd(); // done
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void ProcessGarages(); //
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void ProcessCarHeli(cVehicleParams* params); // done
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void ProcessVehicleFlatTyre(cVehicleParams* params); // done
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void ProcessJumbo(cVehicleParams *); //
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void ProcessJumboAccel(CPlane *plane); //
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void ProcessJumboDecel(CPlane *plane); //
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void ProcessJumboFlying(); //
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void ProcessJumboLanding(CPlane *plane); //
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void ProcessJumboTakeOff(CPlane *plane); //
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void ProcessJumboTaxi(); //
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void ProcessJumbo(cVehicleParams& params); // done
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void ProcessJumboAccel(CPlane *plane); // done
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void ProcessJumboDecel(CPlane *plane); // done
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void ProcessJumboFlying(); // done
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void ProcessJumboLanding(CPlane *plane); // done
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void ProcessJumboTakeOff(CPlane *plane); // done
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void ProcessJumboTaxi(); // done
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void ProcessLoopingScriptObject(uint8 sound); //
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void ProcessMissionAudio(); //
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void ProcessMissionAudioSlot(uint8 slot); //
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void ProcessModelCarEngine(cVehicleParams *params); //
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void ProcessModelHeliVehicle(cVehicleParams& params); // done
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void ProcessModelVehicle(cVehicleParams& params); // done
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void ProcessOneShotScriptObject(uint8 sound); //
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void ProcessPed(CPhysical *ped); //
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void ProcessPed(CPhysical *ped); // done
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void ProcessPedOneShots(cPedParams *params); //
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void ProcessPhysical(int32 id); // done
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void ProcessPlane(cVehicleParams *params); // done
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void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); // done
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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); // done
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void ProcessPlane(cVehicleParams& params); // done
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void ProcessPlayerMood(); // done
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done
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void ProcessProjectiles(); // done
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void ProcessRainOnVehicle(cVehicleParams& params); // done
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void ProcessReverb() const; // done
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bool ProcessReverseGear(cVehicleParams& params); // done
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void ProcessScriptObject(int32 id); // done
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void ProcessSpecial();
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void ProcessSpecial(); // done
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#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params);
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bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
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#endif
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void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
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bool ProcessVehicleDoors(cVehicleParams *params); //done
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void ProcessVehicleEngine(cVehicleParams *params); //done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
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void ProcessVehicleHorn(cVehicleParams *params);
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void ProcessVehicleOneShots(cVehicleParams *params);
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bool ProcessVehicleReverseWarning(cVehicleParams *params);
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bool ProcessVehicleRoadNoise(cVehicleParams *params);
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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bool ProcessVehicleSkidding(cVehicleParams *params);
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id); //done
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bool ProcessWetRoadNoise(cVehicleParams *params);
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void ProcessEscalators(); //done
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void ProcessExtraSounds(); //done
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void ProcessVehicle(CVehicle *vehicle); // done
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bool ProcessVehicleDoors(cVehicleParams& params); // done
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void ProcessVehicleEngine(cVehicleParams& params); // done
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void ProcessVehicleFlatTyre(cVehicleParams& params); // done
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bool ProcessVehicleHorn(cVehicleParams& params); // done
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void ProcessVehicleOneShots(cVehicleParams& params); // done
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bool ProcessVehicleReverseWarning(cVehicleParams& params); // done
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bool ProcessVehicleRoadNoise(cVehicleParams& params); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams& params); // done
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bool ProcessVehicleSkidding(cVehicleParams& params); // done
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void ProcessWaterCannon(int32); // done
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void ProcessWeather(int32 id); // done
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bool ProcessWetRoadNoise(cVehicleParams& params); // done
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void ProcessEscalators(); // done
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void ProcessExtraSounds(); // done
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int32 RandomDisplacement(uint32 seed) const;
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int32 RandomDisplacement(uint32 seed) const; // done
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void ReacquireDigitalHandle() const; // done
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void ReleaseDigitalHandle() const; // done
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
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void ReportCrime(eCrimeType crime, const CVector &pos); // done
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void ResetAudioLogicTimers(uint32 timer);
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void ResetPoliceRadio();
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void ResetTimers(uint32 time);
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void ReportCrime(eCrimeType crime, const CVector &pos); // done
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void ResetAudioLogicTimers(uint32 timer); // done
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void ResetPoliceRadio(); // done
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void ResetTimers(uint32 time); // done
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void Service();
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void ServiceCollisions();
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void Service(); //done
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void ServiceCollisions(); //done
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void ServicePoliceRadio();
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void ServicePoliceRadioChannel(uint8 wantedLevel);
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void ServiceSoundEffects();
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@ -501,13 +503,14 @@ public:
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void SetupPedComments(cPedParams *params, uint32 sound); // done
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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 Terminate(); //done
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void TranslateEntity(Const CVector *v1, CVector *v2) const; //done
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void UpdateReflections();
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bool UsesReverseWarning(int32 model) const; //done
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bool UsesSiren(int32 model) const;
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bool UsesSirenSwitching(int32 model) const;
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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void UpdateReflections(); //done
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bool UsesReverseWarning(int32 model) const; //done
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bool UsesSiren(cVehicleParams& params) const; //done
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bool UsesSirenSwitching(cVehicleParams& params) const; //done
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CVehicle *FindVehicleOfPlayer(); //done
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void SetPedTalkingStatus(CPed *ped, uint8 status);
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@ -33,7 +33,7 @@ enum eSound : uint16
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SOUND_CAR_TANK_TURRET_ROTATE,
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SOUND_CAR_BOMB_TICK,
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SOUND_PLANE_ON_GROUND,
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SOUND_31,
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SOUND_HELI_BLADE,
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SOUND_32,
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SOUND_STEP_START,
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SOUND_STEP_END,
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@ -381,6 +381,7 @@ private:
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public:
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static void RemoveThisPed(CPed* pPed);
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static uint32& GetLastMissionPassedTime() { return LastMissionPassedTime; }
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#ifdef MISSION_SWITCHER
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static void SwitchToMission(int32 mission);
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#endif
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@ -1494,7 +1494,7 @@ CAutomobile::ProcessControl(void)
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blade = Multiply3x3(blade, GetMatrix());
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camDist /= Max(Sqrt(distSq), 0.01f);
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if(Abs(DotProduct(camDist, blade)) > 0.95f){
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_31, 0.0f);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_HELI_BLADE, 0.0f);
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m_fPropellerRotation = m_aWheelRotation[1];
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}
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}
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