Sync audio changes from master
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@@ -29,9 +29,17 @@
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#define RIGHT_ALIGNED_TEXT_RIGHT_MARGIN(xMargin) (xMargin + 30.0f)
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#define MENURADIO_ICON_FIRST_X 238.f
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#ifdef EXTERNAL_3D_SOUND
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#define MENURADIO_ICON_Y 288.0f
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#else
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#define MENURADIO_ICON_Y 248.0f
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#endif
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#define MENURADIO_ICON_SIZE 60.0f
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#ifdef EXTERNAL_3D_SOUND
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#define MENURADIO_SELECTOR_START_Y 285.f // other options should leave room on the screen
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#else
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#define MENURADIO_SELECTOR_START_Y 245.0f
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#endif
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#define MENURADIO_SELECTOR_HEIGHT 65.f
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#define MENUSLIDER_X 500.0f
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@@ -333,6 +333,7 @@ bool CGame::InitialiseOnceAfterRW(void)
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DMAudio.Initialise();
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#ifndef GTA_PS2
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#ifdef EXTERNAL_3D_SOUND
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if ( DMAudio.GetNum3DProvidersAvailable() == 0 )
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FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = NO_AUDIO_PROVIDER;
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@@ -344,6 +345,7 @@ bool CGame::InitialiseOnceAfterRW(void)
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DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_nPrefsAudio3DProviderIndex);
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DMAudio.SetSpeakerConfig(FrontEndMenuManager.m_PrefsSpeakers);
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#endif
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DMAudio.SetDynamicAcousticModelingStatus(FrontEndMenuManager.m_PrefsDMA);
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DMAudio.SetMusicMasterVolume(FrontEndMenuManager.m_PrefsMusicVolume);
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DMAudio.SetEffectsMasterVolume(FrontEndMenuManager.m_PrefsSfxVolume);
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@@ -30,11 +30,17 @@ CMenuScreen aScreens[] = {
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MENUACTION_MUSICVOLUME, "FEA_MUS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 40, 76, MENUALIGN_LEFT,
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MENUACTION_SFXVOLUME, "FEA_SFX", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
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MENUACTION_MP3VOLUMEBOOST, "FEA_MPB", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
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#ifdef EXTERNAL_3D_SOUND
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MENUACTION_AUDIOHW, "FEA_3DH", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
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MENUACTION_SPEAKERCONF, "FEA_SPK", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
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#endif
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MENUACTION_DYNAMICACOUSTIC, "FET_DAM", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
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MENUACTION_RADIO, "FEA_RSS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
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#ifdef EXTERNAL_3D_SOUND
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MENUACTION_RESTOREDEF, "FET_DEF", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 320, 367, MENUALIGN_CENTER,
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#else
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MENUACTION_RESTOREDEF, "FET_DEF", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 320, 327, MENUALIGN_CENTER,
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#endif
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MENUACTION_GOBACK, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE, 0, 0, MENUALIGN_CENTER,
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},
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@@ -411,11 +411,17 @@ CMenuScreenCustom aScreens[] = {
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MENUACTION_MUSICVOLUME, "FEA_MUS", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 40, 76, MENUALIGN_LEFT,
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MENUACTION_SFXVOLUME, "FEA_SFX", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
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MENUACTION_MP3VOLUMEBOOST, "FEA_MPB", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
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#ifdef EXTERNAL_3D_SOUND
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MENUACTION_AUDIOHW, "FEA_3DH", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
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MENUACTION_SPEAKERCONF, "FEA_SPK", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
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#endif
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MENUACTION_DYNAMICACOUSTIC, "FET_DAM", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
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MENUACTION_RADIO, "FEA_RSS", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
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#ifdef EXTERNAL_3D_SOUND
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MENUACTION_RESTOREDEF, "FET_DEF", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 320, 367, MENUALIGN_CENTER,
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#else
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MENUACTION_RESTOREDEF, "FET_DEF", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 320, 327, MENUALIGN_CENTER,
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#endif
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MENUACTION_GOBACK, "FEDS_TB", {nil, SAVESLOT_NONE, MENUPAGE_NONE}, 0, 0, MENUALIGN_CENTER,
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},
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@@ -176,6 +176,7 @@ enum Config {
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# define VU_COLLISION
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# define PS2_MENU
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#elif defined GTA_PC
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# define EXTERNAL_3D_SOUND
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# define PC_PLAYER_CONTROLS // mouse player/cam mode
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# define GTA_REPLAY
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# define GTA_SCENE_EDIT
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@@ -428,6 +429,8 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
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#define FREE_CAM // Rotating cam
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// Audio
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#define EXTERNAL_3D_SOUND // use external engine to simulate 3d audio spatialization. OpenAL would not work without it (because it works in a 3d space
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// originally and making it work in 2d only requires more resource). Will not work on PS2
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#define RADIO_SCROLL_TO_PREV_STATION // Won't work without FIX_BUGS
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#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 43 (PC has 28 originally)
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@@ -469,4 +472,11 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
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#undef USE_CUTSCENE_SHADOW_FOR_PED
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#endif
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#endif // VANILLA_DEFINES
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#endif // VANILLA_DEFINES
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#if defined(AUDIO_OAL) && !defined(EXTERNAL_3D_SOUND)
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#error AUDIO_OAL cannot work without EXTERNAL_3D_SOUND
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#endif
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#if defined(GTA_PS2) && defined(EXTERNAL_3D_SOUND)
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#error EXTERNAL_3D_SOUND cannot work on PS2
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#endif
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