Sync audio changes from master

This commit is contained in:
Sergeanur
2021-08-12 14:57:16 +03:00
parent 43fbf297c8
commit 92c5cf1877
12 changed files with 377 additions and 189 deletions

View File

@@ -29,9 +29,17 @@
#define RIGHT_ALIGNED_TEXT_RIGHT_MARGIN(xMargin) (xMargin + 30.0f)
#define MENURADIO_ICON_FIRST_X 238.f
#ifdef EXTERNAL_3D_SOUND
#define MENURADIO_ICON_Y 288.0f
#else
#define MENURADIO_ICON_Y 248.0f
#endif
#define MENURADIO_ICON_SIZE 60.0f
#ifdef EXTERNAL_3D_SOUND
#define MENURADIO_SELECTOR_START_Y 285.f // other options should leave room on the screen
#else
#define MENURADIO_SELECTOR_START_Y 245.0f
#endif
#define MENURADIO_SELECTOR_HEIGHT 65.f
#define MENUSLIDER_X 500.0f

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@@ -333,6 +333,7 @@ bool CGame::InitialiseOnceAfterRW(void)
DMAudio.Initialise();
#ifndef GTA_PS2
#ifdef EXTERNAL_3D_SOUND
if ( DMAudio.GetNum3DProvidersAvailable() == 0 )
FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = NO_AUDIO_PROVIDER;
@@ -344,6 +345,7 @@ bool CGame::InitialiseOnceAfterRW(void)
DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_nPrefsAudio3DProviderIndex);
DMAudio.SetSpeakerConfig(FrontEndMenuManager.m_PrefsSpeakers);
#endif
DMAudio.SetDynamicAcousticModelingStatus(FrontEndMenuManager.m_PrefsDMA);
DMAudio.SetMusicMasterVolume(FrontEndMenuManager.m_PrefsMusicVolume);
DMAudio.SetEffectsMasterVolume(FrontEndMenuManager.m_PrefsSfxVolume);

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@@ -30,11 +30,17 @@ CMenuScreen aScreens[] = {
MENUACTION_MUSICVOLUME, "FEA_MUS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 40, 76, MENUALIGN_LEFT,
MENUACTION_SFXVOLUME, "FEA_SFX", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
MENUACTION_MP3VOLUMEBOOST, "FEA_MPB", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
#ifdef EXTERNAL_3D_SOUND
MENUACTION_AUDIOHW, "FEA_3DH", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
MENUACTION_SPEAKERCONF, "FEA_SPK", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
#endif
MENUACTION_DYNAMICACOUSTIC, "FET_DAM", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
MENUACTION_RADIO, "FEA_RSS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 0, 0, MENUALIGN_LEFT,
#ifdef EXTERNAL_3D_SOUND
MENUACTION_RESTOREDEF, "FET_DEF", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 320, 367, MENUALIGN_CENTER,
#else
MENUACTION_RESTOREDEF, "FET_DEF", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS, 320, 327, MENUALIGN_CENTER,
#endif
MENUACTION_GOBACK, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE, 0, 0, MENUALIGN_CENTER,
},

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@@ -411,11 +411,17 @@ CMenuScreenCustom aScreens[] = {
MENUACTION_MUSICVOLUME, "FEA_MUS", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 40, 76, MENUALIGN_LEFT,
MENUACTION_SFXVOLUME, "FEA_SFX", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
MENUACTION_MP3VOLUMEBOOST, "FEA_MPB", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
#ifdef EXTERNAL_3D_SOUND
MENUACTION_AUDIOHW, "FEA_3DH", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
MENUACTION_SPEAKERCONF, "FEA_SPK", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
#endif
MENUACTION_DYNAMICACOUSTIC, "FET_DAM", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
MENUACTION_RADIO, "FEA_RSS", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 0, 0, MENUALIGN_LEFT,
#ifdef EXTERNAL_3D_SOUND
MENUACTION_RESTOREDEF, "FET_DEF", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 320, 367, MENUALIGN_CENTER,
#else
MENUACTION_RESTOREDEF, "FET_DEF", {nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS}, 320, 327, MENUALIGN_CENTER,
#endif
MENUACTION_GOBACK, "FEDS_TB", {nil, SAVESLOT_NONE, MENUPAGE_NONE}, 0, 0, MENUALIGN_CENTER,
},

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@@ -176,6 +176,7 @@ enum Config {
# define VU_COLLISION
# define PS2_MENU
#elif defined GTA_PC
# define EXTERNAL_3D_SOUND
# define PC_PLAYER_CONTROLS // mouse player/cam mode
# define GTA_REPLAY
# define GTA_SCENE_EDIT
@@ -428,6 +429,8 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
#define FREE_CAM // Rotating cam
// Audio
#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
// originally and making it work in 2d only requires more resource). Will not work on PS2
#define RADIO_SCROLL_TO_PREV_STATION // Won't work without FIX_BUGS
#define AUDIO_CACHE // cache sound lengths to speed up the cold boot
#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 43 (PC has 28 originally)
@@ -469,4 +472,11 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
#undef USE_CUTSCENE_SHADOW_FOR_PED
#endif
#endif // VANILLA_DEFINES
#endif // VANILLA_DEFINES
#if defined(AUDIO_OAL) && !defined(EXTERNAL_3D_SOUND)
#error AUDIO_OAL cannot work without EXTERNAL_3D_SOUND
#endif
#if defined(GTA_PS2) && defined(EXTERNAL_3D_SOUND)
#error EXTERNAL_3D_SOUND cannot work on PS2
#endif