Add AUDIO_REVERB define

This commit is contained in:
Sergeanur
2021-08-19 10:53:14 +03:00
parent 51ba90dd52
commit 71e0895dc6
8 changed files with 110 additions and 87 deletions

View File

@@ -509,7 +509,9 @@ cAudioManager::ServiceSoundEffects()
ClearActiveSamples();
}
m_nActiveSampleQueue = m_nActiveSampleQueue == 1 ? 0 : 1;
#ifdef AUDIO_REVERB
if(m_bReverb) ProcessReverb();
#endif
ProcessSpecial();
ClearRequestedQueue();
InterrogateAudioEntities();
@@ -667,9 +669,10 @@ cAudioManager::AddSampleToRequestedQueue()
if ( m_bReverb && m_sQueueSample.m_bIs2D )
m_sQueueSample.m_nFrontRearOffset = 30;
#ifdef AUDIO_REVERB
if (!m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bReverbFlag = FALSE;
#endif
#endif
m_asSamples[m_nActiveSampleQueue][sampleIndex] = m_sQueueSample;
@@ -1061,7 +1064,9 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelPan(j, sample.m_nOffset);
#endif
}
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
SampleManager.SetChannelReverbFlag(j, sample.m_bReverbFlag);
#endif
break; //continue for i
}
sample.m_bIsProcessed = FALSE;
@@ -1141,7 +1146,9 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
#endif
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag);
#endif
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[k].m_bIs2D) {
uint8 offset = m_asActiveSamples[k].m_nOffset;
@@ -1217,11 +1224,13 @@ cAudioManager::ClearActiveSamples()
m_asActiveSamples[i].m_nReleasingVolumeDivider = 0;
m_asActiveSamples[i].m_nVolumeChange = -1;
m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
#ifdef AUDIO_REVERB
m_asActiveSamples[i].m_bReverbFlag = FALSE;
#endif // AUDIO_REVERB
#ifdef AUDIO_REFLECTIONS
m_asActiveSamples[i].m_nLoopsRemaining = 0;
m_asActiveSamples[i].m_bRequireReflection = FALSE;
#endif
#endif // AUDIO_REFLECTIONS
}
}