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cAudioManager::ProcessOneShotScriptObject
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@ -277,10 +277,7 @@ void
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cAudioManager::CalculateDistance(bool &distCalculated, float dist)
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{
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if (!distCalculated) {
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if (dist > 0.0f)
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m_sQueueSample.m_fDistance = Sqrt(dist);
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else
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m_sQueueSample.m_fDistance = 0.0f;
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m_sQueueSample.m_fDistance = Sqrt(dist);
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distCalculated = true;
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}
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}
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@ -7918,7 +7915,7 @@ cAudioManager::ProcessExplosions(int32 explosion)
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m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i);
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
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m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = i;
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@ -7983,7 +7980,7 @@ cAudioManager::ProcessFires(int32)
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m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos;
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
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m_sQueueSample.m_fDistance = distSquared < 0.0f ? 0.0f : Sqrt(distSquared);
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = i;
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@ -8039,7 +8036,7 @@ cAudioManager::ProcessWaterCannon(int32)
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m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
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float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(SOUND_INTENSITY)) {
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m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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@ -8080,10 +8077,7 @@ cAudioManager::ProcessExtraSounds()
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m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
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distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distance < SQR(SOUND_INTENSITY)) {
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if (distance > 0.0f)
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m_sQueueSample.m_fDistance = Sqrt(distance);
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else
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m_sQueueSample.m_fDistance = 0.0f;
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m_sQueueSample.m_fDistance = Sqrt(distance);
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m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = i;
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@ -8122,10 +8116,7 @@ cAudioManager::ProcessEscalators()
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m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
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distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distance < SQR(SOUND_INTENSITY)) {
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if (distance > 0.0f)
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m_sQueueSample.m_fDistance = Sqrt(distance);
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else
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m_sQueueSample.m_fDistance = 0.0f;
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m_sQueueSample.m_fDistance = Sqrt(distance);
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m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
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@ -8182,35 +8173,31 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
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static uint8 iSound = 0;
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switch (sound) {
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/*case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S:
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case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L:
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male.m_pPed = nil;
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male.m_bDistanceCalculated = false;
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male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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SetupPedComments(male, SOUND_INJURED_PED_MALE_OUCH);
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return;
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case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S:
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case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L:
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female.m_pPed = nil;
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female.m_bDistanceCalculated = false;
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female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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SetupPedComments(female, SOUND_INJURED_PED_FEMALE);
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return;
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case SCRIPT_SOUND_GATE_START_CLUNK:
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case SCRIPT_SOUND_GATE_STOP_CLUNK:
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case SCRIPT_SOUND_POLICE_CELL_DOOR_CLUNK:
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m_sQueueSample.m_fSoundIntensity = 40.0f;
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m_sQueueSample.m_nSampleIndex = SFX_COL_GATE;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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if (sound == SCRIPT_SOUND_GATE_START_CLUNK)
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m_sQueueSample.m_nFrequency = 10600;
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else
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m_sQueueSample.m_nFrequency = 9000;
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m_sQueueSample.m_nReleasingVolumeModificator = 1;
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m_sQueueSample.m_nFrequency = 10600;
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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emittingVolume = 60;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bRequireReflection = true;
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emittingVolume = RandomDisplacement(10) + 50;
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break;*/
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break;
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case SCRIPT_SOUND_GARAGE_DOOR_CLUNK:
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; // huh?
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nFrequency = 22000;
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 4;
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emittingVolume = 60;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_HIT:
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case SCRIPT_SOUND_BULLET_HIT_GROUND_1:
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case SCRIPT_SOUND_BULLET_HIT_GROUND_2:
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case SCRIPT_SOUND_BULLET_HIT_GROUND_3:
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@ -8224,20 +8211,42 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
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m_sQueueSample.m_bIs2D = false;
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emittingVolume = m_anRandomTable[2] % 20 + 90;
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break;
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/*
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case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1:
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case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2:
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if (!SampleManager.IsSampleBankLoaded(SAMPLEBANK_TRAIN))
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return;
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_TRAIN;
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emittingVolume = MAX_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_fSpeedMultiplier = 2.0f;
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case SCRIPT_SOUND_WILLIE_CARD_SWIPE:
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emittingVolume = 70;
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m_sQueueSample.m_fSoundIntensity = 40.0f;
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m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nFrequency = 20159;
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m_sQueueSample.m_nReleasingVolumeModificator = 1;
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m_sQueueSample.m_fSpeedMultiplier = 1.0f;
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m_sQueueSample.m_bIs2D = false;
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break;*/
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m_sQueueSample.m_bRequireReflection = false;
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break;
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case SCRIPT_SOUND_MALE_AMBULANCE_OUCH:
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male.m_bDistanceCalculated = false;
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male.m_fDistance = 0.0f;
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male.m_pPed = nil;
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male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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SetupPedComments(male, SOUND_INJURED_PED_MALE_OUCH);
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return;
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case SCRIPT_SOUND_FEMALE_AMBULANCE_OUCH:
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female.m_bDistanceCalculated = false;
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female.m_fDistance = 0.0f;
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female.m_pPed = nil;
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female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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SetupPedComments(female, SOUND_INJURED_PED_FEMALE);
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return;
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case SCRIPT_SOUND_SEAPLANE_LOW_FUEL:
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m_sQueueSample.m_fSoundIntensity = 1000.0f;
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m_sQueueSample.m_nSampleIndex = SFX_SEAPLANE_LOW;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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emittingVolume = 100;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_HORN_JEEP); // BUG?
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m_sQueueSample.m_nReleasingVolumeModificator = 1;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_bIs2D = true;
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m_sQueueSample.m_bRequireReflection = false;
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break;
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case SCRIPT_SOUND_PAYPHONE_RINGING:
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m_sQueueSample.m_fSoundIntensity = 80.0f;
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m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING;
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@ -8336,6 +8345,18 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
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m_sQueueSample.m_bRequireReflection = true;
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emittingVolume = m_anRandomTable[2] % 30 + 60;
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break;
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case SCRIPT_SOUND_HIT_BALL:
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m_sQueueSample.m_fSoundIntensity = 60.0f;
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m_sQueueSample.m_nSampleIndex = SFX_HIT_BALL;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_nReleasingVolumeModificator = 5;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bRequireReflection = true;
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emittingVolume = m_anRandomTable[2] % 30 + 60;
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break;
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case SCRIPT_SOUND_GUNSHELL_DROP:
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playerPed = FindPlayerPed();
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if (playerPed) {
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@ -8348,39 +8369,24 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
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case SURFACE_SAND:
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case SURFACE_RUBBER:
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case SURFACE_HEDGE:
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case SURFACE_SAND_BEACH:
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m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2;
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m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000;
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m_sQueueSample.m_nFrequency = RandomDisplacement(600) + 10600;
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m_sQueueSample.m_nReleasingVolumeModificator = 18;
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m_sQueueSample.m_fSoundIntensity = 20.0f;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_bIs2D = false;
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emittingVolume = m_anRandomTable[2] % 20 + 30;
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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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_nEmittingVolume = emittingVolume;
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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_bReverbFlag = true;
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AddSampleToRequestedQueue();
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}
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}
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return;
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break;
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case SURFACE_WATER:
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return;
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default:
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m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1;
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m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000;
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m_sQueueSample.m_nReleasingVolumeModificator = 15;
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break;
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}
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1;
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m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000;
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m_sQueueSample.m_nReleasingVolumeModificator = 15;
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}
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m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1;
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m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000;
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m_sQueueSample.m_nReleasingVolumeModificator = 15;
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m_sQueueSample.m_fSoundIntensity = 20.0f;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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@ -8619,7 +8625,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
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m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 0;
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@ -9041,7 +9047,7 @@ cAudioManager::ProcessProjectiles()
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m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition();
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
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m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = i;
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@ -517,6 +517,8 @@ public:
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void SetPedTalkingStatus(CPed *ped, uint8 status); // done
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void SetPlayersMood(uint8 mood, uint32 time); // done
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float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
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#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume(); // done (inlined)
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