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cAudioManager::ProcessFrontEnd done
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@ -5546,18 +5546,21 @@ cAudioManager::ProcessFrontEnd()
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bool stereo;
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bool processedPickup;
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bool processedMission;
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bool frontendBank;
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bool staticFreq;
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bool center;
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int16 sample;
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static uint8 iSound = 0;
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static uint32 cPickupNextFrame = 0;
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static uint32 cPartMisComNextFrame = 0;
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static uint32 radioDial = SFX_RADIO_DIAL_1;
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for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
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staticFreq = false;
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processedPickup = false;
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stereo = false;
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center = false;
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processedMission = false;
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frontendBank = false;
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stereo = false;
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switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
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case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
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@ -5565,102 +5568,124 @@ cAudioManager::ProcessFrontEnd()
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case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
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break;
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//case SOUND_GARAGE_NO_MONEY:
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//case SOUND_GARAGE_BAD_VEHICLE:
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//case SOUND_GARAGE_BOMB_ALREADY_SET:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
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// stereo = true;
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// break;
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//case SOUND_GARAGE_OPENING:
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//case SOUND_GARAGE_BOMB1_SET:
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//case SOUND_GARAGE_BOMB2_SET:
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//case SOUND_GARAGE_BOMB3_SET:
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//case SOUND_41:
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//case SOUND_GARAGE_VEHICLE_DECLINED:
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//case SOUND_GARAGE_VEHICLE_ACCEPTED:
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//case SOUND_PICKUP_HEALTH:
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//case SOUND_4B:
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//case SOUND_PICKUP_ADRENALINE:
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//case SOUND_PICKUP_ARMOUR:
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//case SOUND_EVIDENCE_PICKUP:
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//case SOUND_UNLOAD_GOLD:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PICKUP_WEAPON_BOUGHT:
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//case SOUND_PICKUP_WEAPON:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PICKUP_ERROR:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PICKUP_BONUS:
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//case SOUND_PICKUP_MONEY:
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//case SOUND_PICKUP_HIDDEN_PACKAGE:
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//case SOUND_PICKUP_PACMAN_PILL:
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//case SOUND_PICKUP_PACMAN_PACKAGE:
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//case SOUND_PICKUP_FLOAT_PACKAGE:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PAGER:
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// m_sQueueSample.m_nSampleIndex = SFX_PAGER;
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// break;
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case SOUND_GARAGE_NO_MONEY:
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case SOUND_GARAGE_BAD_VEHICLE:
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case SOUND_GARAGE_BOMB_ALREADY_SET:
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m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
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stereo = true;
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staticFreq = true;
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center = true;
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break;
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case SOUND_GARAGE_OPENING:
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case SOUND_71: //case SOUND_41:
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case SOUND_GARAGE_VEHICLE_DECLINED:
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case SOUND_GARAGE_VEHICLE_ACCEPTED:
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case SOUND_EVIDENCE_PICKUP:
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case SOUND_UNLOAD_GOLD:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
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break;
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case SOUND_GARAGE_BOMB1_SET:
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case SOUND_GARAGE_BOMB2_SET:
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case SOUND_GARAGE_BOMB3_SET:
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center = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
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stereo = true;
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break;
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case SOUND_PICKUP_HEALTH:
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case SOUND_81: //case SOUND_4B:
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case SOUND_PICKUP_ADRENALINE:
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case SOUND_PICKUP_ARMOUR:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
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break;
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case SOUND_80:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
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center = true;
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staticFreq = true;
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break;
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case SOUND_PICKUP_BONUS:
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case SOUND_FRONTEND_MENU_STARTING:
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case SOUND_HUD_SOUND:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_INFO_LEFT;
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center = true;
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break;
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case SOUND_PICKUP_MONEY:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
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break;
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case SOUND_PICKUP_HIDDEN_PACKAGE:
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case SOUND_PICKUP_PACMAN_PILL:
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case SOUND_PICKUP_PACMAN_PACKAGE:
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case SOUND_PICKUP_FLOAT_PACKAGE:
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center = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
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stereo = true;
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break;
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case SOUND_RACE_START_3:
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case SOUND_RACE_START_2:
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case SOUND_RACE_START_1:
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case SOUND_CLOCK_TICK:
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m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP;
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break;
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case SOUND_RACE_START_GO:
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
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break;
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case SOUND_PART_MISSION_COMPLETE:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
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processedMission = true;
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center = true;
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break;
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case SOUND_FRONTEND_MENU_STARTING:
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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case SOUND_RACE_START_GO:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_GO_LEFT;
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center = true;
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break;
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case SOUND_FRONTEND_MENU_NEW_PAGE:
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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stereo = true;
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frontendBank = true;
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frontendBank = true;
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break;
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case SOUND_FRONTEND_MENU_SETTING_CHANGE:
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m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
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stereo = true;
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frontendBank = true;
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break;
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//case SOUND_FRONTEND_EXIT:
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// m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
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// stereo = true;
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// break;
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//case SOUND_FRONTEND_AUDIO_TEST:
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// m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
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// break;
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case SOUND_FRONTEND_FAIL:
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m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
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frontendBank = true;
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stereo = true;
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case SOUND_CLOCK_TICK:
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m_sQueueSample.m_nSampleIndex = SFX_TIMER;
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break;
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case SOUND_FRONTEND_NO_RADIO:
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case SOUND_FRONTEND_RADIO_CHANGE:
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m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
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break;
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//case SOUND_HUD_SOUND:
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// m_sQueueSample.m_nSampleIndex = SFX_INFO;
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// break;
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case SOUND_FRONTEND_RADIO_CHANGE_2:
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m_sQueueSample.m_nSampleIndex = SFX_HURRICANE_MA;
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break;
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case SOUND_BULLETTRACE_1:
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case SOUND_BULLETTRACE_2:
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] % 2) + SFX_BULLET_PASS_1;
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break;
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case SOUND_AMMUNATION_IMRAN_ARM_BOMB:
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m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
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break;
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case SOUND_194:
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] % 2) ? radioDial + 1 : radioDial + 2;
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if (m_sQueueSample.m_nSampleIndex > SFX_RADIO_DIAL_12)
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m_sQueueSample.m_nSampleIndex -= 12;
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radioDial = m_sQueueSample.m_nSampleIndex;
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break;
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case SOUND_FRONTEND_MENU_NEW_PAGE:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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break;
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case SOUND_FRONTEND_FAIL:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
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break;
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case SOUND_FRONTEND_MENU_SETTING_CHANGE:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_BACK_LEFT;
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break;
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case SOUND_FRONTEND_MENU_BACK:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
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break;
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case SOUND_FRONTEND_AUDIO_TEST:
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m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_FE_NOISE_BURST_1;
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break;
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default:
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continue;
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}
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@ -5676,37 +5701,64 @@ cAudioManager::ProcessFrontEnd()
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}
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sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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if (sample == SFX_RAIN) {
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if (sample == SOUND_FRONTEND_NO_RADIO)
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m_sQueueSample.m_nFrequency = 28509;
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/*} else if (sample == SFX_PICKUP_1_LEFT) {
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if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] == 1.0f)
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else if (sample == SOUND_FRONTEND_RADIO_CHANGE)
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m_sQueueSample.m_nFrequency = 32000;
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else
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m_sQueueSample.m_nFrequency = 48000;*/
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} else {
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else if (sample == SOUND_BULLETTRACE_1 || sample == SOUND_BULLETTRACE_2) {
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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}
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m_sQueueSample.m_nVolume = 110;
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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} else if (staticFreq)
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m_sQueueSample.m_nFrequency = 5382;
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else
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nVolume = 127;
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if (m_sQueueSample.m_nSampleIndex == SFX_HURRICANE_MA && CWeather::Wind > 1.0f)
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m_sQueueSample.m_nVolume = (CWeather::Wind - 1.0f) * m_sQueueSample.m_nVolume;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_nBankIndex = frontendBank ? SFX_BANK_FRONT_END_MENU : SFX_BANK_0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_FRONT_END_MENU;
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_bIs2D = true;
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m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_fDistance = 1.0f;
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if (stereo)
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m_sQueueSample.m_nOffset = m_anRandomTable[0] & 31;
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else
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m_sQueueSample.m_nOffset = 0;
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else {
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sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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if (sample == SOUND_BULLETTRACE_1) {
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m_sQueueSample.m_nOffset = 20;
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m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_fDistance = 100.0f;
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}
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if (sample == SOUND_BULLETTRACE_2) {
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m_sQueueSample.m_nOffset = 107;
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m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_fDistance = 100.0f;
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}
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m_sQueueSample.m_nOffset = 63;
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}
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m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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if (stereo) {
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++m_sQueueSample.m_nSampleIndex;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
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m_sQueueSample.m_nOffset = 127 - m_sQueueSample.m_nOffset;
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AddSampleToRequestedQueue();
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}
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if (center) {
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++m_sQueueSample.m_nSampleIndex;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nOffset = 63;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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AddSampleToRequestedQueue();
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}
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}
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@ -321,7 +321,7 @@ public:
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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 ProcessFrontEnd(); //
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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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