Audio: refactoring, type fixes, renaming cAudioManager fields
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@@ -58,7 +58,7 @@ public:
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bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
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bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free
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#if GTA_VERSION < GTA3_PC_10
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int32 unk; // Only on PS2, used by static non-looped sounds (AFAIK)
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int32 unk; // (inherited from GTA 2) Only on PS2, used by static non-looped sounds (AFAIK)
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// Looks like it's keeping a number of frames left to play with the purpose of setting m_bIsPlayingFinished=TRUE once value reaches 0
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// Default value is -3 for whatever reason
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#endif
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@@ -219,16 +219,16 @@ public:
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#endif
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float m_fSpeedOfSound;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
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uint32 m_nTimer;
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tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
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uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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uint8 m_nActiveQueue;
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tSound m_aRequestedQueue[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
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uint8 m_aRequestedOrderList[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
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uint8 m_nRequestedCount[NUM_SOUND_QUEUES];
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tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
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int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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uint32 m_aAudioEntityOrderList[NUM_AUDIOENTITIES];
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uint32 m_nAudioEntitiesCount;
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#ifdef AUDIO_REFLECTIONS
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CVector m_avecReflectionsPos[MAX_REFLECTIONS];
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float m_afReflectionsDistances[MAX_REFLECTIONS];
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@@ -253,13 +253,13 @@ public:
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uint8 m_nMissionAudioLoadingStatus;
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uint8 m_nMissionAudioPlayStatus;
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bool8 m_bIsMissionAudioPlaying;
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int32 m_nMissionAudioFramesToPlay;
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int32 m_nMissionAudioFramesToPlay; // possibly unsigned
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bool8 m_bIsMissionAudioAllowedToPlay;
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int32 m_anRandomTable[5];
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uint8 m_nTimeSpent;
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bool8 m_nUserPause;
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bool8 m_nPreviousUserPause;
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bool8 m_bIsPaused;
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bool8 m_bWasPaused;
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uint32 m_FrameCounter;
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cAudioManager();
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