Audio: fixing bugs, fixing types, making code more accurate to original
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@@ -8,8 +8,6 @@
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#include "SurfaceTable.h"
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#include "sampman.h"
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const int CollisionSoundIntensity = 60;
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void
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cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
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float velocity)
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@@ -32,7 +30,7 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
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}
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CVector pos = (v1 + v2) * 0.5f;
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distSquared = GetDistanceSquared(pos);
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if(distSquared < SQR(CollisionSoundIntensity)) {
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if(distSquared < SQR(COLLISION_MAX_DIST)) {
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m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
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m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
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m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
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@@ -48,8 +46,8 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
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void
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cAudioCollisionManager::AddCollisionToRequestedQueue()
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{
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int32 collisionsIndex;
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int32 i;
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uint32 collisionsIndex;
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uint32 i;
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if (m_bCollisionsInQueue < NUMAUDIOCOLLISIONS)
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@@ -83,11 +81,11 @@ cAudioManager::ServiceCollisions()
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m_sQueueSample.m_nEntityIndex = m_nCollisionEntity;
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for(int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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abRepeatedCollision1[i] = abRepeatedCollision2[i] = FALSE;
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for(i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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for(j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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int index = m_sCollisionManager.m_bIndicesTable[i];
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if ((m_sCollisionManager.m_asCollisions1[index].m_pEntity1 == m_sCollisionManager.m_asCollisions2[j].m_pEntity1)
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&& (m_sCollisionManager.m_asCollisions1[index].m_pEntity2 == m_sCollisionManager.m_asCollisions2[j].m_pEntity2)
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@@ -103,8 +101,8 @@ cAudioManager::ServiceCollisions()
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}
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}
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for(i = 0; i < NUMAUDIOCOLLISIONS; i++) {
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if(!abRepeatedCollision2[i]) {
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for (i = 0; i < NUMAUDIOCOLLISIONS; i++) {
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if (!abRepeatedCollision2[i]) {
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m_sCollisionManager.m_asCollisions2[i].m_pEntity1 = nil;
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m_sCollisionManager.m_asCollisions2[i].m_pEntity2 = nil;
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m_sCollisionManager.m_asCollisions2[i].m_bSurface1 = SURFACE_DEFAULT;
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@@ -116,11 +114,11 @@ cAudioManager::ServiceCollisions()
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}
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}
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for(i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
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int index = m_sCollisionManager.m_bIndicesTable[i];
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if(!abRepeatedCollision1[index]) {
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for(j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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if(!abRepeatedCollision2[j]) {
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if (!abRepeatedCollision1[index]) {
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for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
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if (!abRepeatedCollision2[j]) {
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m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume = 1;
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m_sCollisionManager.m_asCollisions2[j].m_pEntity1 = m_sCollisionManager.m_asCollisions1[index].m_pEntity1;
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m_sCollisionManager.m_asCollisions2[j].m_pEntity2 = m_sCollisionManager.m_asCollisions1[index].m_pEntity2;
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@@ -134,12 +132,12 @@ cAudioManager::ServiceCollisions()
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}
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}
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for(int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
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m_sCollisionManager.m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
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m_sCollisionManager.m_bCollisionsInQueue = 0;
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}
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static const int32 gOneShotCol[] = {SFX_COL_TARMAC_1,
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static const uint32 gOneShotCol[] = {SFX_COL_TARMAC_1,
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SFX_COL_TARMAC_1,
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SFX_COL_GRASS_1,
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SFX_COL_GRAVEL_1,
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@@ -181,7 +179,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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uint16 s1;
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uint16 s2;
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int32 emittingVol;
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uint32 emittingVol;
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float ratio;
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static uint16 counter = 28;
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@@ -200,11 +198,11 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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s1 = SURFACE_CAR_PANEL;
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ratio = Min(1.f, 2.f * ratio);
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}
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emittingVol = 40.f * ratio;
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emittingVol = 40 * ratio;
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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switch(m_sQueueSample.m_nSampleIndex) {
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@@ -268,7 +266,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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SET_EMITTING_VOLUME(emittingVol);
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RESET_LOOP_OFFSETS
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_MaxDistance = CollisionSoundIntensity;
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m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
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m_sQueueSample.m_bStatic = TRUE;
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SET_SOUND_REVERB(TRUE);
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SET_SOUND_REFLECTION(FALSE);
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@@ -286,7 +284,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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if(emittingVol) {
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CalculateDistance(distCalculated, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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@@ -297,7 +295,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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SET_EMITTING_VOLUME(emittingVol);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_MaxDistance = CollisionSoundIntensity;
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m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nFramesToPlay = 5;
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SET_SOUND_REVERB(TRUE);
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