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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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426 lines
16 KiB
C++
426 lines
16 KiB
C++
#include "common.h"
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#include "DMAudio.h"
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#include "Entity.h"
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#include "AudioCollision.h"
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#include "AudioManager.h"
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#include "AudioSamples.h"
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#include "SurfaceTable.h"
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#include "sampman.h"
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const int CollisionSoundIntensity = 60;
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cAudioCollisionManager::cAudioCollisionManager()
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{
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m_sQueue.m_pEntity1 = nil;
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m_sQueue.m_pEntity2 = nil;
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m_sQueue.m_bSurface1 = SURFACE_DEFAULT;
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m_sQueue.m_bSurface2 = SURFACE_DEFAULT;
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m_sQueue.m_fIntensity2 = 0.0f;
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m_sQueue.m_fIntensity1 = 0.0f;
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m_sQueue.m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
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m_bCollisionsInQueue = 0;
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}
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void
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cAudioCollisionManager::AddCollisionToRequestedQueue()
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{
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int32 collisionsIndex;
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int32 i;
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if (m_bCollisionsInQueue < NUMAUDIOCOLLISIONS)
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collisionsIndex = m_bCollisionsInQueue++;
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else {
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collisionsIndex = m_bIndicesTable[NUMAUDIOCOLLISIONS - 1];
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if (m_sQueue.m_fDistance >= m_asCollisions1[collisionsIndex].m_fDistance) return;
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}
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m_asCollisions1[collisionsIndex] = m_sQueue;
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i = 0;
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if(collisionsIndex) {
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while(m_asCollisions1[m_bIndicesTable[i]].m_fDistance <= m_asCollisions1[collisionsIndex].m_fDistance) {
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if(++i >= collisionsIndex) {
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m_bIndicesTable[i] = collisionsIndex;
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return;
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}
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}
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memmove(&m_bIndicesTable[i + 1], &m_bIndicesTable[i], NUMAUDIOCOLLISIONS - 1 - i);
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}
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m_bIndicesTable[i] = collisionsIndex;
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}
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float
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cAudioManager::GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const
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{
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return GetCollisionRatio(c, 0.0f, 0.02f, 0.02f);
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}
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float
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cAudioManager::GetCollisionOneShotRatio(int32 a, float b) const
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{
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float result;
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switch(a) {
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case SURFACE_DEFAULT:
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case SURFACE_TARMAC:
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case SURFACE_PAVEMENT:
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case SURFACE_STEEP_CLIFF:
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case SURFACE_TRANSPARENT_STONE: result = GetCollisionRatio(b, 10.f, 60.f, 50.f); break;
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case SURFACE_GRASS:
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case SURFACE_CARDBOARDBOX: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
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case SURFACE_GRAVEL: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
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case SURFACE_MUD_DRY: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
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case SURFACE_CAR: result = GetCollisionRatio(b, 6.f, 50.f, 44.f); break;
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case SURFACE_GLASS: result = GetCollisionRatio(b, 0.1f, 10.f, 9.9f); break;
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case SURFACE_TRANSPARENT_CLOTH:
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case SURFACE_THICK_METAL_PLATE: result = GetCollisionRatio(b, 30.f, 130.f, 100.f); break;
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case SURFACE_GARAGE_DOOR: result = GetCollisionRatio(b, 20.f, 100.f, 80.f); break;
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case SURFACE_CAR_PANEL: result = GetCollisionRatio(b, 0.f, 4.f, 4.f); break;
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case SURFACE_SCAFFOLD_POLE:
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case SURFACE_METAL_GATE: result = GetCollisionRatio(b, 1.f, 10.f, 9.f); break;
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case SURFACE_LAMP_POST: result = GetCollisionRatio(b, 1.f, 10.f, 9.f); break;
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case SURFACE_FIRE_HYDRANT: result = GetCollisionRatio(b, 1.f, 15.f, 14.f); break;
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case SURFACE_GIRDER: result = GetCollisionRatio(b, 8.f, 50.f, 42.f); break;
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case SURFACE_METAL_CHAIN_FENCE: result = GetCollisionRatio(b, 0.1f, 10.f, 9.9f); break;
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case SURFACE_PED: result = GetCollisionRatio(b, 0.f, 20.f, 20.f); break;
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case SURFACE_SAND: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_WATER: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_WOOD_CRATES: result = GetCollisionRatio(b, 1.f, 4.f, 3.f); break;
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case SURFACE_WOOD_BENCH: result = GetCollisionRatio(b, 0.1f, 5.f, 4.9f); break;
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case SURFACE_WOOD_SOLID: result = GetCollisionRatio(b, 0.1f, 40.f, 39.9f); break;
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case SURFACE_RUBBER:
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case SURFACE_WHEELBASE: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
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case SURFACE_PLASTIC: result = GetCollisionRatio(b, 0.1f, 4.f, 3.9f); break;
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case SURFACE_HEDGE: result = GetCollisionRatio(b, 0.f, 0.5f, 0.5f); break;
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case SURFACE_CONTAINER: result = GetCollisionRatio(b, 4.f, 40.f, 36.f); break;
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case SURFACE_NEWS_VENDOR: result = GetCollisionRatio(b, 0.f, 5.f, 5.f); break;
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default: result = 0.f; break;
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}
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return result;
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}
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float
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cAudioManager::GetCollisionRatio(float a, float b, float c, float d) const
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{
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float e;
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e = a;
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if(a <= b) return 0.0f;
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if(c <= a) e = c;
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return (e - b) / d;
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}
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uint32
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cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision)
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{
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uint8 surface1 = audioCollision.m_bSurface1;
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uint8 surface2 = audioCollision.m_bSurface2;
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int32 vol;
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float ratio;
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if(surface1 == SURFACE_GRASS || surface2 == SURFACE_GRASS || surface1 == SURFACE_HEDGE ||
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surface2 == SURFACE_HEDGE) {
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ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
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m_sQueueSample.m_nSampleIndex = SFX_RAIN;
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m_sQueueSample.m_nFrequency = 13000.f * ratio + 35000;
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vol = 50.f * ratio;
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} else if(surface1 == SURFACE_WATER || surface2 == SURFACE_WATER) {
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ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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m_sQueueSample.m_nFrequency = 6050.f * ratio + 16000;
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vol = 30.f * ratio;
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} else if(surface1 == SURFACE_GRAVEL || surface2 == SURFACE_GRAVEL || surface1 == SURFACE_MUD_DRY ||
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surface2 == SURFACE_MUD_DRY || surface1 == SURFACE_SAND || surface2 == SURFACE_SAND) {
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ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
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m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
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m_sQueueSample.m_nFrequency = 6000.f * ratio + 10000;
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vol = 50.f * ratio;
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} else if(surface1 == SURFACE_PED || surface2 == SURFACE_PED) {
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return 0;
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} else {
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ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
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m_sQueueSample.m_nSampleIndex = SFX_SCRAPE_CAR_1;
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m_sQueueSample.m_nFrequency = 10000.f * ratio + 10000;
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vol = 40.f * ratio;
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}
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if(audioCollision.m_nBaseVolume < 2) vol = audioCollision.m_nBaseVolume * vol / 2;
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return vol;
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}
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void
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cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter)
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{
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if(col.m_fIntensity2 > 0.0016f) {
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart =
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SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd =
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SampleManager.GetSampleLoopEndOffset(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_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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}
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}
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}
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static const int32 gOneShotCol[] = {SFX_COL_TARMAC_1,
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SFX_COL_TARMAC_1,
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SFX_COL_GRASS_1,
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SFX_COL_GRAVEL_1,
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SFX_COL_MUD_1,
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SFX_COL_TARMAC_1,
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SFX_COL_CAR_1,
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SFX_COL_GRASS_1,
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SFX_COL_SCAFFOLD_POLE_1,
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SFX_COL_GARAGE_DOOR_1,
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SFX_COL_CAR_PANEL_1,
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SFX_COL_THICK_METAL_PLATE_1,
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SFX_COL_SCAFFOLD_POLE_1,
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SFX_COL_LAMP_POST_1,
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SFX_COL_HYDRANT_1,
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SFX_COL_HYDRANT_1,
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SFX_COL_METAL_CHAIN_FENCE_1,
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SFX_COL_PED_1,
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SFX_COL_SAND_1,
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SFX_SPLASH_1,
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SFX_COL_WOOD_CRATES_1,
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SFX_COL_WOOD_BENCH_1,
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SFX_COL_WOOD_SOLID_1,
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SFX_COL_GRASS_1,
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SFX_COL_GRASS_1,
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SFX_COL_VEG_1,
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SFX_COL_TARMAC_1,
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SFX_COL_CONTAINER_1,
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SFX_COL_NEWS_VENDOR_1,
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SFX_TYRE_BUMP,
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SFX_COL_CARDBOARD_1,
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SFX_COL_TARMAC_1,
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SFX_COL_GATE};
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void
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cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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{
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int16 s1;
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int16 s2;
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int32 emittingVol;
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float ratio;
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static uint16 counter = 28;
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for(int32 i = 0; i < 2; i++) {
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if(i) {
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s1 = col.m_bSurface2;
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s2 = col.m_bSurface1;
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} else {
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s1 = col.m_bSurface1;
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s2 = col.m_bSurface2;
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}
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ratio = GetCollisionOneShotRatio(s1, col.m_fIntensity1);
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if(s1 == SURFACE_CAR && s2 == SURFACE_PED) ratio /= 4.0f;
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if(s1 == SURFACE_CAR && ratio < 0.6f) {
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s1 = SURFACE_CAR_PANEL;
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ratio = Min(1.f, 2.f * ratio);
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}
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emittingVol = 40.f * ratio;
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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switch(m_sQueueSample.m_nSampleIndex) {
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case SFX_COL_TARMAC_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 5;
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break;
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case SFX_COL_CAR_PANEL_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[0] % 6;
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break;
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case SFX_COL_LAMP_POST_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 2;
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break;
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case SFX_COL_METAL_CHAIN_FENCE_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 4;
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break;
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case SFX_COL_PED_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 5;
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break;
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case SFX_COL_WOOD_CRATES_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 4;
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break;
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case SFX_COL_WOOD_BENCH_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 4;
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break;
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case SFX_COL_VEG_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 5;
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break;
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case SFX_COL_NEWS_VENDOR_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 3;
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break;
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case SFX_COL_CAR_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 5;
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break;
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case SFX_COL_CARDBOARD_1:
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m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 2;
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break;
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default: break;
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}
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switch(s1) {
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case SURFACE_GLASS: m_sQueueSample.m_nFrequency = 13500; break;
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case SURFACE_GIRDER: m_sQueueSample.m_nFrequency = 8819; break;
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case SURFACE_WATER:
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m_sQueueSample.m_nFrequency =
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2 * SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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break;
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case SURFACE_RUBBER: m_sQueueSample.m_nFrequency = 6000; break;
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case SURFACE_PLASTIC: m_sQueueSample.m_nFrequency = 8000; break;
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default:
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m_sQueueSample.m_nFrequency =
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SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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break;
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}
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_nCounter = counter++;
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if(counter >= 255) counter = 28;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 11;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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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_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = 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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AddSampleToRequestedQueue();
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}
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}
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}
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}
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void
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cAudioManager::ServiceCollisions()
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{
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int i, j;
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bool abRepeatedCollision1[NUMAUDIOCOLLISIONS];
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bool abRepeatedCollision2[NUMAUDIOCOLLISIONS];
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m_sQueueSample.m_nEntityIndex = m_nCollisionEntity;
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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abRepeatedCollision1[i] = abRepeatedCollision2[i] = false;
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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int index = m_sCollisionManager.m_bIndicesTable[i];
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if ((m_sCollisionManager.m_asCollisions1[index].m_pEntity1 == m_sCollisionManager.m_asCollisions2[j].m_pEntity1)
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&& (m_sCollisionManager.m_asCollisions1[index].m_pEntity2 == m_sCollisionManager.m_asCollisions2[j].m_pEntity2)
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&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface1 == m_sCollisionManager.m_asCollisions2[j].m_bSurface1)
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&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface2 == m_sCollisionManager.m_asCollisions2[j].m_bSurface2)
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) {
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abRepeatedCollision1[index] = true;
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abRepeatedCollision2[j] = true;
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m_sCollisionManager.m_asCollisions1[index].m_nBaseVolume = ++m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume;
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SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
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break;
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}
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}
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}
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for (i = 0; i < NUMAUDIOCOLLISIONS; i++) {
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if (!abRepeatedCollision2[i]) {
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m_sCollisionManager.m_asCollisions2[i].m_pEntity1 = nil;
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m_sCollisionManager.m_asCollisions2[i].m_pEntity2 = nil;
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m_sCollisionManager.m_asCollisions2[i].m_bSurface1 = SURFACE_DEFAULT;
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m_sCollisionManager.m_asCollisions2[i].m_bSurface2 = SURFACE_DEFAULT;
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m_sCollisionManager.m_asCollisions2[i].m_fIntensity2 = 0.0f;
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m_sCollisionManager.m_asCollisions2[i].m_fIntensity1 = 0.0f;
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m_sCollisionManager.m_asCollisions2[i].m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
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m_sCollisionManager.m_asCollisions2[i].m_fDistance = 0.0f;
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}
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}
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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int index = m_sCollisionManager.m_bIndicesTable[i];
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if (!abRepeatedCollision1[index]) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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if (!abRepeatedCollision2[j]) {
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m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume = 1;
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m_sCollisionManager.m_asCollisions2[j].m_pEntity1 = m_sCollisionManager.m_asCollisions1[index].m_pEntity1;
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m_sCollisionManager.m_asCollisions2[j].m_pEntity2 = m_sCollisionManager.m_asCollisions1[index].m_pEntity2;
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m_sCollisionManager.m_asCollisions2[j].m_bSurface1 = m_sCollisionManager.m_asCollisions1[index].m_bSurface1;
|
|
m_sCollisionManager.m_asCollisions2[j].m_bSurface2 = m_sCollisionManager.m_asCollisions1[index].m_bSurface2;
|
|
break;
|
|
}
|
|
}
|
|
SetUpOneShotCollisionSound(m_sCollisionManager.m_asCollisions1[index]);
|
|
SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
|
|
m_sCollisionManager.m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
|
|
m_sCollisionManager.m_bCollisionsInQueue = 0;
|
|
}
|
|
|
|
void
|
|
cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
|
|
float velocity)
|
|
{
|
|
float distSquared;
|
|
CVector v1;
|
|
CVector v2;
|
|
|
|
if(!m_bIsInitialised || m_nCollisionEntity < 0 || m_nUserPause ||
|
|
(velocity < 0.0016f && collisionPower < 0.01f))
|
|
return;
|
|
|
|
if(entity1->IsBuilding()) {
|
|
v1 = v2 = entity2->GetPosition();
|
|
} else if(entity2->IsBuilding()) {
|
|
v1 = v2 = entity1->GetPosition();
|
|
} else {
|
|
v1 = entity1->GetPosition();
|
|
v2 = entity2->GetPosition();
|
|
}
|
|
CVector pos = (v1 + v2) * 0.5f;
|
|
distSquared = GetDistanceSquared(pos);
|
|
if(distSquared < SQR(CollisionSoundIntensity)) {
|
|
m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
|
|
m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
|
|
m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
|
|
m_sCollisionManager.m_sQueue.m_bSurface2 = surface2;
|
|
m_sCollisionManager.m_sQueue.m_fIntensity1 = collisionPower;
|
|
m_sCollisionManager.m_sQueue.m_fIntensity2 = velocity;
|
|
m_sCollisionManager.m_sQueue.m_vecPosition = pos;
|
|
m_sCollisionManager.m_sQueue.m_fDistance = distSquared;
|
|
m_sCollisionManager.AddCollisionToRequestedQueue();
|
|
}
|
|
}
|