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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Merge pull request #717 from theR4K/miami
Helicopters not ringing, and other audio stuff
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e2314c7852
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@ -241,13 +241,13 @@ public:
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// "Should" be in alphabetic order, except "getXTalkSfx"
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// "Should" be in alphabetic order, except "getXTalkSfx"
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void AddDetailsToRequestedOrderList(uint8 sample);
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void AddDetailsToRequestedOrderList(uint8 sample);
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
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uint8 counter, bool notLooping);
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uint8 counter, bool notLooping); //done
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void AddReflectionsToRequestedQueue();
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void AddReflectionsToRequestedQueue();
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void AddReleasingSounds();
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void AddReleasingSounds();
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void AddSampleToRequestedQueue();
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void AddSampleToRequestedQueue();
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void AgeCrimes();
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void AgeCrimes();
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void CalculateDistance(bool &condition, float dist);
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void CalculateDistance(bool &condition, float dist); //done
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bool CheckForAnAudioFileOnCD() const;
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bool CheckForAnAudioFileOnCD() const;
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void ClearActiveSamples();
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void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot);
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void ClearMissionAudio(uint8 slot);
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@ -275,7 +275,7 @@ public:
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const;
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float GetCollisionOneShotRatio(int32 a, float b) const;
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float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetDistanceSquared(const CVector &v) const;
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float GetDistanceSquared(const CVector &v) const; //done
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int32 GetJumboTaxiFreq() const;
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int32 GetJumboTaxiFreq() const;
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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@ -287,7 +287,7 @@ public:
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
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cTransmission *transmission, float velocityChange);
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cTransmission *transmission, float velocityChange);
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bool HasAirBrakes(int32 model) const;
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bool HasAirBrakes(int32 model) const; //done
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void Initialise();
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void Initialise();
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void InitialisePoliceRadio();
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void InitialisePoliceRadio();
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@ -302,13 +302,13 @@ public:
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayLoadedMissionAudio(uint8 slot);
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void PlayOneShot(int32 index, int16 sound, float vol);
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void PlayOneShot(int32 index, int16 sound, float vol);
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void PlaySuspectLastSeen(float x, float y, float z);
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void PlaySuspectLastSeen(float x, float y, float z);
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void PlayerJustGotInCar() const;
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void PlayerJustGotInCar() const; //done
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void PlayerJustLeftCar() const;
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void PlayerJustLeftCar() const; //done
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void PostInitialiseGameSpecificSetup();
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void PostInitialiseGameSpecificSetup();
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void PostTerminateGameSpecificShutdown();
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void PostTerminateGameSpecificShutdown(); //done
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void PreInitialiseGameSpecificSetup() const;
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void PreInitialiseGameSpecificSetup() const; //done
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreTerminateGameSpecificShutdown();
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void PreTerminateGameSpecificShutdown(); //done
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/// processX - main logic of adding new sounds
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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void ProcessActiveQueues();
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bool ProcessAirBrakes(cVehicleParams *params);
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bool ProcessAirBrakes(cVehicleParams *params);
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@ -320,17 +320,18 @@ public:
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void ProcessBridgeOneShots();
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void ProcessBridgeOneShots();
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void ProcessBridgeWarning();
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void ProcessBridgeWarning();
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#endif
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#endif
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bool ProcessCarBombTick(cVehicleParams *params);
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bool ProcessCarBombTick(cVehicleParams *params); //done
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void ProcessCesna(cVehicleParams *params);
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void ProcessCesna(cVehicleParams *params);
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//void ProcessCrane();
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//void ProcessCrane();
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bool ProcessEngineDamage(cVehicleParams *params);
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bool ProcessEngineDamage(cVehicleParams *params); //done
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void ProcessEntity(int32 sound);
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void ProcessEntity(int32 sound); //done
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void ProcessExplosions(int32 explosion);
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void ProcessExplosions(int32 explosion);
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void ProcessFireHydrant();
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void ProcessFireHydrant();
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void ProcessFires(int32 entity);
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void ProcessFires(int32 entity);
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void ProcessFrontEnd();
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void ProcessFrontEnd();
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void ProcessGarages();
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void ProcessGarages();
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bool ProcessHelicopter(cVehicleParams *params);
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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 ProcessJumbo(cVehicleParams *);
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboDecel(CPlane *plane);
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void ProcessJumboDecel(CPlane *plane);
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@ -345,22 +346,22 @@ public:
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void ProcessOneShotScriptObject(uint8 sound);
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void ProcessOneShotScriptObject(uint8 sound);
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void ProcessPed(CPhysical *ped);
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void ProcessPed(CPhysical *ped);
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void ProcessPedOneShots(cPedParams *params);
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void ProcessPedOneShots(cPedParams *params);
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void ProcessPhysical(int32 id);
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void ProcessPhysical(int32 id); //done
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void ProcessPlane(cVehicleParams *params);
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void ProcessPlane(cVehicleParams *params); //done
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void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh);
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void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); //done
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void ProcessProjectiles();
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void ProcessProjectiles();
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void ProcessRainOnVehicle(cVehicleParams *params);
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void ProcessRainOnVehicle(cVehicleParams *params);
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void ProcessReverb() const;
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void ProcessReverb() const;
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bool ProcessReverseGear(cVehicleParams *params);
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bool ProcessReverseGear(cVehicleParams *params); //done
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void ProcessScriptObject(int32 id);
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void ProcessScriptObject(int32 id); //done
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void ProcessSpecial();
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void ProcessSpecial();
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#ifdef GTA_TRAIN
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#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params);
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bool ProcessTrainNoise(cVehicleParams *params);
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#endif
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#endif
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void ProcessVehicle(CVehicle *vehicle);
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void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
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bool ProcessVehicleDoors(cVehicleParams *params);
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bool ProcessVehicleDoors(cVehicleParams *params); //done
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void ProcessVehicleEngine(cVehicleParams *params);
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void ProcessVehicleEngine(cVehicleParams *params); //done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType);
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
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void ProcessVehicleHorn(cVehicleParams *params);
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void ProcessVehicleHorn(cVehicleParams *params);
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void ProcessVehicleOneShots(cVehicleParams *params);
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void ProcessVehicleOneShots(cVehicleParams *params);
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bool ProcessVehicleReverseWarning(cVehicleParams *params);
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bool ProcessVehicleReverseWarning(cVehicleParams *params);
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@ -368,8 +369,10 @@ public:
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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bool ProcessVehicleSkidding(cVehicleParams *params);
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bool ProcessVehicleSkidding(cVehicleParams *params);
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void ProcessWaterCannon(int32);
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id);
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void ProcessWeather(int32 id); //done
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bool ProcessWetRoadNoise(cVehicleParams *params);
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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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int32 RandomDisplacement(uint32 seed) const;
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int32 RandomDisplacement(uint32 seed) const;
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void ReacquireDigitalHandle() const;
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void ReacquireDigitalHandle() const;
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@ -414,11 +417,11 @@ public:
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void UpdateReflections();
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void UpdateReflections();
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bool UsesReverseWarning(int32 model) const;
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bool UsesReverseWarning(int32 model) const; //done
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bool UsesSiren(int32 model) const;
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bool UsesSiren(int32 model) const;
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bool UsesSirenSwitching(int32 model) const;
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bool UsesSirenSwitching(int32 model) const;
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CVehicle *FindVehicleOfPlayer();
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CVehicle *FindVehicleOfPlayer(); //done
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void SetPedTalkingStatus(CPed *ped, uint8 status);
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void SetPedTalkingStatus(CPed *ped, uint8 status);
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void SetPlayersMood(uint8 mood, int32 time);
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void SetPlayersMood(uint8 mood, int32 time);
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@ -219,6 +219,8 @@ extern int strncasecmp(const char *str1, const char *str2, size_t len);
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#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
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#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
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#define clamp2(v, center, radius) ((v) < (center) ? Max(v, center - radius) : Min(v, center + radius))
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inline float sq(float x) { return x*x; }
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inline float sq(float x) { return x*x; }
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#define SQR(x) ((x) * (x))
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#define SQR(x) ((x) * (x))
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@ -103,6 +103,8 @@ public:
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void Update(void);
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void Update(void);
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void SwitchOff(void);
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void SwitchOff(void);
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void AddThisOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
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void AddThisOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
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bool IsActive() const { return m_bIsActive; };
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const CVector& GetPosition() const { return m_midPoint; };
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};
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};
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class CEscalators
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class CEscalators
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@ -114,6 +116,7 @@ public:
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static void Update(void);
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static void Update(void);
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static void AddOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
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static void AddOne(CVector pos0, CVector pos1, CVector pos2, CVector pos3, bool b_isMovingDown);
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static void Shutdown(void);
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static void Shutdown(void);
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static const CEscalator& GetEscalator(int ind) { return aEscalators[ind]; };
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};
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};
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class CMovingThing
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class CMovingThing
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@ -1489,7 +1489,7 @@ CAutomobile::ProcessControl(void)
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CMatrix mat;
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CMatrix mat;
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mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
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mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
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CVector blade = mat.GetRight();
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CVector blade = mat.GetRight();
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blade = GetMatrix() * blade;
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blade = Multiply3x3(blade, GetMatrix());
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camDist /= Max(Sqrt(distSq), 0.01f);
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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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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_31, 0.0f);
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