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-rw-r--r--src/audio/AudioLogic.cpp23
-rw-r--r--src/audio/AudioManager.cpp4
-rw-r--r--src/audio/AudioManager.h61
3 files changed, 36 insertions, 52 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 9a8dda28..bf99f991 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -46,16 +46,6 @@ const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
const int policeChannel = channels + 1;
const int allChannels = channels + 2;
-uint32 gPornNextTime;
-uint32 gSawMillNextTime;
-uint32 gShopNextTime;
-uint32 gAirportNextTime;
-uint32 gCinemaNextTime;
-uint32 gDocksNextTime;
-uint32 gHomeNextTime;
-uint32 gCellNextTime;
-uint32 gNextCryTime;
-
enum PLAY_STATUS : uint8 { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED };
enum LOADING_STATUS : uint8 { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_FAILED };
@@ -187,7 +177,11 @@ cAudioManager::PostInitialiseGameSpecificSetup()
field_5538 = 127;
ResetAudioLogicTimers(CTimer::GetTimeInMilliseconds());
+ m_bIsPlayerShutUp = false;
+ m_nPlayerMood = 0;
+ m_nPlayerMoodTimer = 0;
}
+
void
cAudioManager::PreTerminateGameSpecificShutdown()
{
@@ -240,15 +234,6 @@ cAudioManager::PostTerminateGameSpecificShutdown()
void
cAudioManager::ResetAudioLogicTimers(uint32 timer)
{
- gPornNextTime = timer;
- gNextCryTime = timer;
- gSawMillNextTime = timer;
- gCellNextTime = timer;
- gShopNextTime = timer;
- gHomeNextTime = timer;
- gAirportNextTime = timer;
- gDocksNextTime = timer;
- gCinemaNextTime = timer;
for (int32 i = 0; i < m_nAudioEntitiesTotal; i++) {
if (m_asAudioEntities[m_anAudioEntityIndices[i]].m_nType == AUDIOTYPE_PHYSICAL) {
CPed *ped = (CPed *)m_asAudioEntities[m_anAudioEntityIndices[i]].m_pEntity;
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index 93ac8857..d2a85285 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -432,7 +432,7 @@ cAudioManager::IsAudioInitialised() const
void
cAudioManager::ServiceSoundEffects()
{
- field_5554++;
+ m_FrameCounter++;
m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0;
if (m_nUserPause && !m_nPreviousUserPause) {
for (int32 i = 0; i < allChannels; i++)
@@ -771,7 +771,7 @@ cAudioManager::ProcessActiveQueues()
sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) {
if (sample.m_nLoopCount) {
- if (field_5554 & 1) {
+ if (m_FrameCounter & 1) {
if (!(j & 1)) {
flag = false;
} else {
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index a43b4309..d2f9bc94 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -226,14 +226,13 @@ public:
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
uint32 m_FrameCounter;
- uint32 field_5554;
cAudioManager();
~cAudioManager();
// getters
- uint32 GetFrameCounter() const { return m_FrameCounter; }
- float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
+ uint32 GetFrameCounter() const { return m_FrameCounter; } // done
+ float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
@@ -250,7 +249,7 @@ public:
void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // done
- void ClearMissionAudio(uint8 slot); // done
+ void ClearMissionAudio(uint8 slot); // done (inlined in vc)
void ClearRequestedQueue(); // done (inlined in vc)
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
int32 ComputePan(float, CVector *); // done
@@ -266,7 +265,7 @@ public:
// TODO: miami
// end of functions returning talk sfx
- void GenerateIntegerRandomNumberTable();
+ void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const;
int8 GetCurrent3DProviderIndex() const;
@@ -290,24 +289,24 @@ public:
void InitialisePoliceRadio();
void InitialisePoliceRadioZones();
void InterrogateAudioEntities(); // done
- bool IsAudioInitialised() const;
- bool IsMissionAudioSampleFinished(uint8 slot);
+ bool IsAudioInitialised() const; // done
+ bool IsMissionAudioSampleFinished(uint8 slot); // done
bool IsMP3RadioChannelAvailable() const; // done
- bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
+ bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, int16 sound, float vol); // done
void PlaySuspectLastSeen(float x, float y, float z); //
void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done
- void PostInitialiseGameSpecificSetup(); //
+ void PostInitialiseGameSpecificSetup(); // done
void PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); // done
void PreTerminateGameSpecificShutdown(); // done
/// processX - main logic of adding new sounds
- void ProcessActiveQueues(); //done
+ void ProcessActiveQueues(); // done
bool ProcessAirBrakes(cVehicleParams *params);
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);
@@ -355,32 +354,32 @@ public:
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params);
#endif
- void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
- bool ProcessVehicleDoors(cVehicleParams *params); //done
- void ProcessVehicleEngine(cVehicleParams *params); //done
- void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
- void ProcessVehicleHorn(cVehicleParams *params);
- void ProcessVehicleOneShots(cVehicleParams *params);
- bool ProcessVehicleReverseWarning(cVehicleParams *params);
- bool ProcessVehicleRoadNoise(cVehicleParams *params);
- bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
- bool ProcessVehicleSkidding(cVehicleParams *params);
- void ProcessWaterCannon(int32);
- void ProcessWeather(int32 id); //done
- bool ProcessWetRoadNoise(cVehicleParams *params);
- void ProcessEscalators(); //done
- void ProcessExtraSounds(); //done
-
- int32 RandomDisplacement(uint32 seed) const;
+ void ProcessVehicle(CVehicle *vehicle); // done, but need add model functions
+ bool ProcessVehicleDoors(cVehicleParams *params); // done
+ void ProcessVehicleEngine(cVehicleParams *params); // done
+ void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
+ void ProcessVehicleHorn(cVehicleParams *params); //
+ void ProcessVehicleOneShots(cVehicleParams *params); //
+ bool ProcessVehicleReverseWarning(cVehicleParams *params); //
+ bool ProcessVehicleRoadNoise(cVehicleParams *params); //
+ bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); //
+ bool ProcessVehicleSkidding(cVehicleParams *params); //
+ void ProcessWaterCannon(int32); //
+ void ProcessWeather(int32 id); // done
+ bool ProcessWetRoadNoise(cVehicleParams *params); //
+ void ProcessEscalators(); // done
+ void ProcessExtraSounds(); // done
+
+ int32 RandomDisplacement(uint32 seed) const; //
void ReacquireDigitalHandle() const; // done
void ReleaseDigitalHandle() const; // done
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
void ReportCrime(int32 crime, const CVector *pos); // done
- void ResetAudioLogicTimers(uint32 timer);
- void ResetPoliceRadio();
- void ResetTimers(uint32 time);
+ void ResetAudioLogicTimers(uint32 timer); // done
+ void ResetPoliceRadio(); //
+ void ResetTimers(uint32 time); //
- void Service();
+ void Service(); //done
void ServiceCollisions();
void ServicePoliceRadio();
void ServicePoliceRadioChannel(int32 wantedLevel);