Add AUDIO_REFLECTIONS define, fix a bunch of types, fix heli chatter intensity
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@@ -30,7 +30,9 @@ cAudioManager::cAudioManager()
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ClearActiveSamples();
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GenerateIntegerRandomNumberTable();
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m_bDoubleVolume = FALSE;
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#ifdef AUDIO_REFLECTIONS
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m_bDynamicAcousticModelingStatus = TRUE;
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#endif
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for (int i = 0; i < NUM_AUDIOENTITIES; i++) {
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m_asAudioEntities[i].m_bIsUsed = FALSE;
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@@ -114,7 +116,7 @@ cAudioManager::Service()
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if (m_bIsInitialised) {
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m_nPreviousUserPause = m_nUserPause;
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m_nUserPause = CTimer::GetIsUserPaused();
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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UpdateReflections();
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#endif
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ServiceSoundEffects();
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@@ -434,11 +436,13 @@ cAudioManager::ReacquireDigitalHandle()
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}
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}
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#ifdef AUDIO_REFLECTIONS
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void
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cAudioManager::SetDynamicAcousticModelingStatus(bool8 status)
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{
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m_bDynamicAcousticModelingStatus = status;
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}
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#endif
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bool8
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cAudioManager::CheckForAnAudioFileOnCD()
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@@ -601,9 +605,11 @@ cAudioManager::InterrogateAudioEntities()
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void
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cAudioManager::AddSampleToRequestedQueue()
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{
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int32 calculatedVolume;
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uint32 calculatedVolume;
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uint8 sampleIndex;
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#ifdef AUDIO_REFLECTIONS
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bool8 bReflections;
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#endif
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if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) {
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calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator * (MAX_VOLUME - m_sQueueSample.m_nVolume);
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@@ -617,11 +623,12 @@ cAudioManager::AddSampleToRequestedQueue()
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}
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m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
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m_sQueueSample.m_bLoopEnded = FALSE;
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#ifdef AUDIO_REFLECTIONS
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if (m_sQueueSample.m_bIs2D) {
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m_sQueueSample.m_bRequireReflection = FALSE;
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m_sQueueSample.m_nLoopsRemaining = 0;
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}
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if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount) {
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if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount > 0) {
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bReflections = m_sQueueSample.m_bRequireReflection;
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} else {
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bReflections = FALSE;
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@@ -631,12 +638,15 @@ cAudioManager::AddSampleToRequestedQueue()
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if (!m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bReverbFlag = FALSE;
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#endif
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m_asSamples[m_nActiveSampleQueue][sampleIndex] = m_sQueueSample;
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AddDetailsToRequestedOrderList(sampleIndex);
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#ifdef AUDIO_REFLECTIONS
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if (bReflections)
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AddReflectionsToRequestedQueue();
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#endif
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}
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}
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@@ -657,7 +667,7 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
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}
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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void
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cAudioManager::AddReflectionsToRequestedQueue()
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{
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@@ -675,12 +685,12 @@ cAudioManager::AddReflectionsToRequestedQueue()
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > emittingVolume / 16) {
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m_sQueueSample.m_nCounter += (i + 1) * 256;
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if (m_sQueueSample.m_nLoopCount) {
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if (m_sQueueSample.m_nLoopCount > 0) {
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noise = RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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if (noise <= 0)
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m_sQueueSample.m_nFrequency += noise;
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else
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if (noise > 0)
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m_sQueueSample.m_nFrequency -= noise;
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else
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m_sQueueSample.m_nFrequency += noise;
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}
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m_sQueueSample.m_nReleasingVolumeModificator += 20;
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m_sQueueSample.m_vecPos = m_avecReflectionsPos[i];
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@@ -740,7 +750,7 @@ cAudioManager::UpdateReflections()
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m_afReflectionsDistances[4] = 50.0f;
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}
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}
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#endif // GTA_VERSION >= GTA3_PC_10
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#endif // AUDIO_REFLECTIONS
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void
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cAudioManager::AddReleasingSounds()
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@@ -768,7 +778,10 @@ cAudioManager::AddReleasingSounds()
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}
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}
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if (!toProcess[i]) {
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if (sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) {
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#ifdef AUDIO_REFLECTIONS
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if (sample.m_nCounter <= 255 || sample.m_nLoopsRemaining == 0) // check if not reflection
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#endif
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{
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if (sample.m_nReleasingVolumeDivider == 0)
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continue;
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if (sample.m_nLoopCount == 0) {
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@@ -831,7 +844,7 @@ cAudioManager::ProcessActiveQueues()
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for (int32 j = 0; j < m_nActiveSamples; j++) {
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if (sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex && sample.m_nCounter == m_asActiveSamples[j].m_nCounter &&
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sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) {
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if (sample.m_nLoopCount) {
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if (sample.m_nLoopCount > 0) {
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if (m_FrameCounter & 1)
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flag = !!(j & 1);
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else
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@@ -914,13 +927,16 @@ cAudioManager::ProcessActiveQueues()
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for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
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tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
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if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) {
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if (sample.m_nCounter > 255 && sample.m_nLoopCount != 0 && sample.m_nLoopsRemaining != 0) {
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#ifdef AUDIO_REFLECTIONS
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if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nLoopsRemaining > 0) { // check if reflection
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sample.m_nLoopsRemaining--;
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sample.m_nReleasingVolumeDivider = 1;
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} else {
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} else
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#endif
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{
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for (uint8 j = 0; j < m_nActiveSamples; j++) {
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if (!m_asActiveSamples[j].m_bIsProcessed) {
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if (sample.m_nLoopCount != 0) {
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if (sample.m_nLoopCount > 0) {
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samplesPerFrame = sample.m_nFrequency / m_nTimeSpent;
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samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex);
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if (samplesPerFrame == 0)
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@@ -1028,7 +1044,7 @@ cAudioManager::ClearActiveSamples()
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m_asActiveSamples[i].m_nVolumeChange = -1;
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m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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m_asActiveSamples[i].m_bReverbFlag = FALSE;
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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m_asActiveSamples[i].m_nLoopsRemaining = 0;
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m_asActiveSamples[i].m_bRequireReflection = FALSE;
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#endif
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