Add define to enable/disable external 3d audio simulation

This commit is contained in:
Sergeanur
2021-07-29 10:16:51 +03:00
parent 2eb0390dc9
commit 6c2d179aad
4 changed files with 123 additions and 2 deletions

View File

@@ -56,11 +56,16 @@ cAudioManager::Initialise()
PreInitialiseGameSpecificSetup();
m_bIsInitialised = SampleManager.Initialise();
if (m_bIsInitialised) {
#ifdef EXTERNAL_3D_SOUND
m_nActiveSamples = SampleManager.GetMaximumSupportedChannels();
if (m_nActiveSamples <= 1) {
Terminate();
} else {
--m_nActiveSamples;
#else
{
m_nActiveSamples = NUM_CHANNELS_GENERIC;
#endif
PostInitialiseGameSpecificSetup();
InitialisePoliceRadioZones();
InitialisePoliceRadio();
@@ -375,9 +380,11 @@ cAudioManager::SetCurrent3DProvider(uint8 which)
ClearActiveSamples();
int8 current = SampleManager.SetCurrent3DProvider(which);
if (current > 0) {
#ifdef EXTERNAL_3D_SOUND
m_nActiveSamples = SampleManager.GetMaximumSupportedChannels();
if (m_nActiveSamples > 1)
--m_nActiveSamples;
#endif
}
return current;
}
@@ -786,10 +793,12 @@ cAudioManager::ProcessActiveQueues()
uint32 v28;
uint32 v29;
#ifdef EXTERNAL_3D_SOUND
float x;
float usedX;
float usedY;
float usedZ;
#endif
uint8 vol;
uint8 emittingVol;
@@ -825,13 +834,26 @@ cAudioManager::ProcessActiveQueues()
sample.m_nVolumeChange = -1;
if (!sample.m_bReleasingSoundFlag) {
if (sample.m_bIs2D) {
#ifdef EXTERNAL_3D_SOUND
if (field_4) {
emittingVol = 2 * Min(63, sample.m_nEmittingVolume);
} else {
emittingVol = sample.m_nEmittingVolume;
}
#else
if (field_4) {
emittingVol = 2 * Min(63, sample.m_nVolume);
} else {
emittingVol = sample.m_nVolume;
}
#endif
SampleManager.SetChannelFrequency(j, sample.m_nFrequency);
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
#else
SampleManager.SetChannelPan(j, sample.m_nOffset);
SampleManager.SetChannelVolume(j, sample.m_nVolume);
#endif
} else {
m_asActiveSamples[j].m_fDistance = sample.m_fDistance;
position2 = sample.m_fDistance;
@@ -852,6 +874,7 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelFrequency(j, freq);
}
#ifdef EXTERNAL_3D_SOUND
if (sample.m_nEmittingVolume != m_asActiveSamples[j].m_nEmittingVolume) {
if (sample.m_nEmittingVolume <= m_asActiveSamples[j].m_nEmittingVolume) {
vol = Max(m_asActiveSamples[j].m_nEmittingVolume - 10, sample.m_nEmittingVolume);
@@ -868,9 +891,32 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelEmittingVolume(j, emittingVol);
m_asActiveSamples[j].m_nEmittingVolume = vol;
}
#else
if (sample.m_nVolume != m_asActiveSamples[j].m_nVolume) {
if (sample.m_nVolume <= m_asActiveSamples[j].m_nVolume) {
vol = Max(m_asActiveSamples[j].m_nVolume - 10, sample.m_nVolume);
} else {
vol = Min(m_asActiveSamples[j].m_nVolume + 10, sample.m_nVolume);
}
m_asActiveSamples[j].m_nVolume = vol;
uint8 emittingVol;
if (field_4) {
emittingVol = 2 * Min(63, vol);
} else {
emittingVol = vol;
}
SampleManager.SetChannelVolume(j, emittingVol);
}
#endif
TranslateEntity(&sample.m_vecPos, &position);
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z);
SampleManager.SetChannel3DDistances(j, sample.m_fSoundIntensity, 0.25f * sample.m_fSoundIntensity);
#else
sample.m_nOffset = ComputePan(sample.m_fDistance, &position);
SampleManager.SetChannelPan(j, sample.m_nOffset);
#endif
}
SampleManager.SetChannelReverbFlag(j, sample.m_bReverbFlag);
break;
@@ -905,19 +951,38 @@ cAudioManager::ProcessActiveQueues()
sample.m_nReleasingVolumeDivider = v29 / v28 + 1;
}
memcpy(&m_asActiveSamples[j], &sample, sizeof(tSound));
if (!m_asActiveSamples[j].m_bIs2D)
if (!m_asActiveSamples[j].m_bIs2D) {
TranslateEntity(&m_asActiveSamples[j].m_vecPos, &position);
#ifndef EXTERNAL_3D_SOUND
m_asActiveSamples[j].m_nOffset = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
#endif
}
#ifdef EXTERNAL_3D_SOUND
if (field_4) {
emittingVol = 2 * Min(63, m_asActiveSamples[j].m_nEmittingVolume);
} else {
emittingVol = m_asActiveSamples[j].m_nEmittingVolume;
}
#else
if (field_4) {
emittingVol = 2 * Min(63, m_asActiveSamples[j].m_nVolume);
} else {
emittingVol = m_asActiveSamples[j].m_nVolume;
}
#endif
if (SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex)) {
SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency);
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
#else
SampleManager.SetChannelVolume(j, m_asActiveSamples[j].m_nVolume);
SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
#endif
SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd);
SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount);
SampleManager.SetChannelReverbFlag(j, m_asActiveSamples[j].m_bReverbFlag);
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[j].m_bIs2D) {
uint8 offset = m_asActiveSamples[j].m_nOffset;
if (offset == 63) {
@@ -938,6 +1003,7 @@ cAudioManager::ProcessActiveQueues()
}
SampleManager.SetChannel3DPosition(j, usedX, usedY, usedZ);
SampleManager.SetChannel3DDistances(j, m_asActiveSamples[j].m_fSoundIntensity, 0.25f * m_asActiveSamples[j].m_fSoundIntensity);
#endif
SampleManager.StartChannel(j);
}
m_asActiveSamples[j].m_bIsProcessed = TRUE;