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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-22 07:41:52 +01:00
Fix cAudioManager::ProcessVehicleEngine return type, document PS2 changes, rename Sound Intensity
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@ -266,7 +266,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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SET_EMITTING_VOLUME(emittingVol);
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RESET_LOOP_OFFSETS
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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_SoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = TRUE;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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@ -295,7 +295,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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SET_EMITTING_VOLUME(emittingVol);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex);
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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_SoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = FALSE;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = TRUE;
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File diff suppressed because it is too large
Load Diff
@ -114,7 +114,7 @@ cAudioManager::Service()
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if (m_bIsInitialised) {
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m_nPreviousUserPause = m_nUserPause;
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m_nUserPause = CTimer::GetIsUserPaused();
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#ifdef GTA_PC
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#if GTA_VERSION >= GTA3_PC_10
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UpdateReflections();
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#endif
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ServiceSoundEffects();
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@ -657,7 +657,7 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
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}
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#ifdef GTA_PC
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#if GTA_VERSION >= GTA3_PC_10
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void
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cAudioManager::AddReflectionsToRequestedQueue()
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{
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@ -667,12 +667,12 @@ cAudioManager::AddReflectionsToRequestedQueue()
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for (uint32 i = 0; i < ARRAY_SIZE(m_afReflectionsDistances); i++) {
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reflectionDistance = m_afReflectionsDistances[i];
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if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_fSoundIntensity) {
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if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_SoundIntensity) {
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m_sQueueSample.m_nLoopsRemaining = (reflectionDistance * 500.f / 1029.f);
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if (m_sQueueSample.m_nLoopsRemaining > 5) {
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m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
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SET_EMITTING_VOLUME(emittingVolume);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > emittingVolume / 16) {
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m_sQueueSample.m_nCounter += (i + 1) * 256;
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if (m_sQueueSample.m_nLoopCount) {
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@ -884,7 +884,7 @@ cAudioManager::ProcessActiveQueues()
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TranslateEntity(&sample.m_vecPos, &position);
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#ifdef EXTERNAL_3D_SOUND
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SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z);
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SampleManager.SetChannel3DDistances(j, sample.m_fSoundIntensity, 0.25f * sample.m_fSoundIntensity);
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SampleManager.SetChannel3DDistances(j, sample.m_SoundIntensity, 0.25f * sample.m_SoundIntensity);
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#else
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sample.m_nOffset = ComputePan(sample.m_fDistance, &position);
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SampleManager.SetChannelPan(j, sample.m_nOffset);
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@ -957,14 +957,14 @@ cAudioManager::ProcessActiveQueues()
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usedX = x;
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usedY = 0.0f;
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usedZ = 0.0f;
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m_asActiveSamples[j].m_fSoundIntensity = 100000.0f;
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m_asActiveSamples[j].m_SoundIntensity = 100000.0f;
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} else {
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usedX = position.x;
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usedY = position.y;
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usedZ = position.z;
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}
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SampleManager.SetChannel3DPosition(j, usedX, usedY, usedZ);
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SampleManager.SetChannel3DDistances(j, m_asActiveSamples[j].m_fSoundIntensity, 0.25f * m_asActiveSamples[j].m_fSoundIntensity);
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SampleManager.SetChannel3DDistances(j, m_asActiveSamples[j].m_SoundIntensity, 0.25f * m_asActiveSamples[j].m_SoundIntensity);
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#endif
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SampleManager.StartChannel(j);
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}
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@ -1012,16 +1012,21 @@ cAudioManager::ClearActiveSamples()
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m_asActiveSamples[i].m_nLoopEnd = -1;
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#endif
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m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
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m_asActiveSamples[i].m_fSoundIntensity = 200.0f;
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m_asActiveSamples[i].m_SoundIntensity = 200.0f;
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m_asActiveSamples[i].m_nOffset = 63;
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m_asActiveSamples[i].m_bReleasingSoundFlag = FALSE;
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#if GTA_VERSION < GTA3_PC_10
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m_asActiveSamples[i].unk = -3;
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#endif
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m_asActiveSamples[i].m_nCalculatedVolume = 0;
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m_asActiveSamples[i].m_nReleasingVolumeDivider = 0;
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m_asActiveSamples[i].m_nVolumeChange = -1;
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m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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m_asActiveSamples[i].m_bReverbFlag = FALSE;
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#if GTA_VERSION >= GTA3_PC_10
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m_asActiveSamples[i].m_nLoopsRemaining = 0;
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m_asActiveSamples[i].m_bRequireReflection = FALSE;
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#endif
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}
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}
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@ -1048,7 +1053,7 @@ cAudioManager::AdjustSamplesVolume()
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tSound *pSample = &m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
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if (!pSample->m_bIs2D)
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pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_fSoundIntensity, pSample->m_fDistance);
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pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_SoundIntensity, pSample->m_fDistance);
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}
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}
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@ -8,7 +8,11 @@ class tSound
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{
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public:
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int32 m_nEntityIndex;
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#if GTA_VERSION >= GTA3_PC_10
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int32 m_nCounter;
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#else
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uint8 m_nCounter;
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#endif
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int32 m_nSampleIndex;
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uint8 m_nBankIndex;
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bool8 m_bIs2D;
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@ -25,16 +29,25 @@ public:
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uint8 m_nEmittingVolume;
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#endif
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float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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#if GTA_VERSION >= GTA3_PC_10
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float m_SoundIntensity;
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#else
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uint32 m_SoundIntensity;
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#endif
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool8 m_bReverbFlag;
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#if GTA_VERSION >= GTA3_PC_10
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uint8 m_nLoopsRemaining;
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bool8 m_bRequireReflection; // Used for oneshots
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#endif
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uint8 m_nOffset;
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int32 m_nReleasingVolumeDivider;
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bool8 m_bIsProcessed;
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bool8 m_bLoopEnded;
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#if GTA_VERSION < GTA3_PC_10
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int32 unk; // only on PS2, seems unused
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#endif
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int32 m_nCalculatedVolume;
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int8 m_nVolumeChange;
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};
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@ -276,7 +289,7 @@ public:
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void InterrogateAudioEntities(); // inlined on PS2
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined on PS2
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#ifdef GTA_PC
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#if GTA_VERSION >= GTA3_PC_10
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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@ -312,7 +325,7 @@ public:
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void ProcessModelCarEngine(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessWetRoadNoise(cVehicleParams ¶ms);
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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bool8 ProcessVehicleEngine(cVehicleParams ¶ms);
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void UpdateGasPedalAudio(CAutomobile *automobile); // inlined on PS2
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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