#include "common.h" #include "AudioManager.h" #include "audio_enums.h" #include "AudioScriptObject.h" #include "MusicManager.h" #include "Timer.h" #include "DMAudio.h" #include "sampman.h" #include "Camera.h" #include "World.h" cAudioManager AudioManager; const int channels = ARRAY_SIZE(AudioManager.m_asActiveSamples); const int policeChannel = channels + 1; const int allChannels = channels + 2; #define SPEED_OF_SOUND 343.f #define TIME_SPENT 50 cAudioManager::cAudioManager() { m_bIsInitialised = FALSE; m_bReverb = TRUE; m_fSpeedOfSound = SPEED_OF_SOUND / TIME_SPENT; m_nTimeSpent = TIME_SPENT; m_nActiveSamples = NUM_SOUNDS_SAMPLES_SLOTS; m_nActiveSampleQueue = 1; ClearRequestedQueue(); m_nActiveSampleQueue = 0; ClearRequestedQueue(); ClearActiveSamples(); GenerateIntegerRandomNumberTable(); field_4 = 0; m_bDynamicAcousticModelingStatus = TRUE; for (int i = 0; i < NUM_AUDIOENTITIES; i++) { m_asAudioEntities[i].m_bIsUsed = FALSE; m_anAudioEntityIndices[i] = NUM_AUDIOENTITIES; } m_nAudioEntitiesTotal = 0; m_FrameCounter = 0; m_bFifthFrameFlag = FALSE; m_bTimerJustReset = FALSE; m_nTimer = 0; } cAudioManager::~cAudioManager() { if (m_bIsInitialised) Terminate(); } void cAudioManager::Initialise() { if (!m_bIsInitialised) { PreInitialiseGameSpecificSetup(); m_bIsInitialised = SampleManager.Initialise(); if (m_bIsInitialised) { m_nActiveSamples = SampleManager.GetMaximumSupportedChannels(); if (m_nActiveSamples <= 1) { Terminate(); } else { --m_nActiveSamples; PostInitialiseGameSpecificSetup(); InitialisePoliceRadioZones(); InitialisePoliceRadio(); MusicManager.Initialise(); } } } } void cAudioManager::Terminate() { if (m_bIsInitialised) { MusicManager.Terminate(); for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) { m_asAudioEntities[i].m_bIsUsed = FALSE; m_anAudioEntityIndices[i] = ARRAY_SIZE(m_anAudioEntityIndices); } m_nAudioEntitiesTotal = 0; m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0; PreTerminateGameSpecificShutdown(); for (uint32 i = 0; i < MAX_SFX_BANKS; i++) { if (SampleManager.IsSampleBankLoaded(i)) SampleManager.UnloadSampleBank(i); } SampleManager.Terminate(); m_bIsInitialised = FALSE; PostTerminateGameSpecificShutdown(); } } void cAudioManager::Service() { GenerateIntegerRandomNumberTable(); if (m_bTimerJustReset) { ResetAudioLogicTimers(m_nTimer); MusicManager.ResetTimers(m_nTimer); m_bTimerJustReset = FALSE; } if (m_bIsInitialised) { m_nPreviousUserPause = m_nUserPause; m_nUserPause = CTimer::GetIsUserPaused(); UpdateReflections(); ServiceSoundEffects(); MusicManager.Service(); } } int32 cAudioManager::CreateEntity(eAudioType type, void *entity) { if (!m_bIsInitialised) return AEHANDLE_ERROR_NOAUDIOSYS; if (!entity) return AEHANDLE_ERROR_NOENTITY; if (type >= TOTAL_AUDIO_TYPES) return AEHANDLE_ERROR_BADAUDIOTYPE; for (uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) { if (!m_asAudioEntities[i].m_bIsUsed) { m_asAudioEntities[i].m_bIsUsed = TRUE; m_asAudioEntities[i].m_bStatus = FALSE; m_asAudioEntities[i].m_nType = type; m_asAudioEntities[i].m_pEntity = entity; m_asAudioEntities[i].m_awAudioEvent[0] = SOUND_NO_SOUND; m_asAudioEntities[i].m_awAudioEvent[1] = SOUND_NO_SOUND; m_asAudioEntities[i].m_awAudioEvent[2] = SOUND_NO_SOUND; m_asAudioEntities[i].m_awAudioEvent[3] = SOUND_NO_SOUND; m_asAudioEntities[i].m_AudioEvents = 0; m_anAudioEntityIndices[m_nAudioEntitiesTotal++] = i; return i; } } return AEHANDLE_ERROR_NOFREESLOT; } void cAudioManager::DestroyEntity(int32 id) { if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed) { m_asAudioEntities[id].m_bIsUsed = FALSE; for (int32 i = 0; i < m_nAudioEntitiesTotal; ++i) { if (id == m_anAudioEntityIndices[i]) { if (i < NUM_AUDIOENTITIES - 1) memmove(&m_anAudioEntityIndices[i], &m_anAudioEntityIndices[i + 1], NUM_AUDIOENTITY_EVENTS * (m_nAudioEntitiesTotal - (i + 1))); m_anAudioEntityIndices[--m_nAudioEntitiesTotal] = NUM_AUDIOENTITIES; return; } } } } void cAudioManager::SetEntityStatus(int32 id, bool8 status) { if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed) m_asAudioEntities[id].m_bStatus = status; } void cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol) { static const uint8 OneShotPriority[] = {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 5, 5, 3, 5, 2, 2, 1, 1, 3, 1, 3, 3, 1, 1, 1, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 3, 2, 2, 2, 2, 0, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 3, 1, 1, 1, 9, 2, 2, 0, 0, 0, 0, 3, 3, 5, 1, 1, 1, 1, 3, 4, 7, 6, 6, 6, 6, 1, 3, 4, 3, 4, 2, 1, 3, 5, 4, 6, 6, 1, 3, 1, 1, 1, 0, 0, 0, 0, 0, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; if (m_bIsInitialised) { if (index >= 0 && index < NUM_AUDIOENTITIES) { tAudioEntity &entity = m_asAudioEntities[index]; if (entity.m_bIsUsed) { if (sound < SOUND_TOTAL_SOUNDS) { if (entity.m_nType == AUDIOTYPE_SCRIPTOBJECT) { if (m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal < ARRAY_SIZE(m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices)) { entity.m_awAudioEvent[0] = sound; entity.m_AudioEvents = 1; m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal++] = index; } } else { int32 i = 0; while (TRUE) { if (i >= entity.m_AudioEvents) { if (entity.m_AudioEvents < ARRAY_SIZE(entity.m_awAudioEvent)) { entity.m_awAudioEvent[i] = sound; entity.m_afVolume[i] = vol; ++entity.m_AudioEvents; } return; } if (OneShotPriority[entity.m_awAudioEvent[i]] > OneShotPriority[sound]) break; ++i; } if (i < NUM_AUDIOENTITY_EVENTS - 1) { memmove(&entity.m_awAudioEvent[i + 1], &entity.m_awAudioEvent[i], (NUM_AUDIOENTITY_EVENTS - 1 - i) * NUM_AUDIOENTITY_EVENTS / 2); memmove(&entity.m_afVolume[i + 1], &entity.m_afVolume[i], (NUM_AUDIOENTITY_EVENTS - 1 - i) * NUM_AUDIOENTITY_EVENTS); } entity.m_awAudioEvent[i] = sound; entity.m_afVolume[i] = vol; if (entity.m_AudioEvents < ARRAY_SIZE(entity.m_awAudioEvent)) ++entity.m_AudioEvents; } } } } } } void cAudioManager::SetEffectsMasterVolume(uint8 volume) const { SampleManager.SetEffectsMasterVolume(volume); } void cAudioManager::SetMusicMasterVolume(uint8 volume) const { SampleManager.SetMusicMasterVolume(volume); } void cAudioManager::SetEffectsFadeVol(uint8 volume) const { SampleManager.SetEffectsFadeVolume(volume); } void cAudioManager::SetMonoMode(bool8 mono) { SampleManager.SetMonoMode(mono); } void cAudioManager::SetMusicFadeVol(uint8 volume) const { SampleManager.SetMusicFadeVolume(volume); } void cAudioManager::ResetTimers(uint32 time) { if (m_bIsInitialised) { m_bTimerJustReset = TRUE; m_nTimer = time; ClearRequestedQueue(); if (m_nActiveSampleQueue) { m_nActiveSampleQueue = 0; ClearRequestedQueue(); m_nActiveSampleQueue = 1; } else { m_nActiveSampleQueue = 1; ClearRequestedQueue(); m_nActiveSampleQueue = 0; } ClearActiveSamples(); ClearMissionAudio(); SampleManager.StopChannel(policeChannel); SampleManager.SetEffectsFadeVolume(0); SampleManager.SetMusicFadeVolume(0); MusicManager.ResetMusicAfterReload(); #ifdef AUDIO_OAL SampleManager.Service(); #endif } } void cAudioManager::DestroyAllGameCreatedEntities() { cAudioScriptObject *entity; if (m_bIsInitialised) { for (uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) { if (m_asAudioEntities[i].m_bIsUsed) { switch (m_asAudioEntities[i].m_nType) { case AUDIOTYPE_PHYSICAL: case AUDIOTYPE_EXPLOSION: case AUDIOTYPE_WEATHER: case AUDIOTYPE_CRANE: case AUDIOTYPE_GARAGE: case AUDIOTYPE_FIREHYDRANT: DestroyEntity(i); break; case AUDIOTYPE_SCRIPTOBJECT: entity = (cAudioScriptObject *)m_asAudioEntities[i].m_pEntity; if (entity) { delete entity; m_asAudioEntities[i].m_pEntity = nil; } DestroyEntity(i); break; default: break; } } } m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0; } } uint8 cAudioManager::GetNum3DProvidersAvailable() const { if (m_bIsInitialised) return SampleManager.GetNum3DProvidersAvailable(); return 0; } char * cAudioManager::Get3DProviderName(uint8 id) const { if (!m_bIsInitialised) return nil; #ifdef AUDIO_OAL id = clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1); #else // We don't want that either since it will crash the game, but skipping for now if (id >= SampleManager.GetNum3DProvidersAvailable()) return nil; #endif return SampleManager.Get3DProviderName(id); } int8 cAudioManager::GetCurrent3DProviderIndex() const { if (m_bIsInitialised) return SampleManager.GetCurrent3DProviderIndex(); return -1; } int8 cAudioManager::SetCurrent3DProvider(uint8 which) { if (!m_bIsInitialised) return -1; for (uint8 i = 0; i < m_nActiveSamples + 1; ++i) SampleManager.StopChannel(i); ClearRequestedQueue(); if (m_nActiveSampleQueue == 0) m_nActiveSampleQueue = 1; else m_nActiveSampleQueue = 0; ClearRequestedQueue(); ClearActiveSamples(); int8 current = SampleManager.SetCurrent3DProvider(which); if (current > 0) { m_nActiveSamples = SampleManager.GetMaximumSupportedChannels(); if (m_nActiveSamples > 1) --m_nActiveSamples; } return current; } void cAudioManager::SetSpeakerConfig(int32 conf) const { SampleManager.SetSpeakerConfig(conf); } bool8 cAudioManager::IsMP3RadioChannelAvailable() const { if (m_bIsInitialised) return SampleManager.IsMP3RadioChannelAvailable(); return FALSE; } void cAudioManager::ReleaseDigitalHandle() const { if (m_bIsInitialised) { SampleManager.ReleaseDigitalHandle(); } } void cAudioManager::ReacquireDigitalHandle() const { if (m_bIsInitialised) { SampleManager.ReacquireDigitalHandle(); } } void cAudioManager::SetDynamicAcousticModelingStatus(bool8 status) { m_bDynamicAcousticModelingStatus = status; } bool8 cAudioManager::CheckForAnAudioFileOnCD() const { return SampleManager.CheckForAnAudioFileOnCD(); } char cAudioManager::GetCDAudioDriveLetter() const { if (m_bIsInitialised) return SampleManager.GetCDAudioDriveLetter(); return '\0'; } bool8 cAudioManager::IsAudioInitialised() const { return m_bIsInitialised; } void cAudioManager::ServiceSoundEffects() { m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0; if (m_nUserPause && !m_nPreviousUserPause) { for (int32 i = 0; i < allChannels; i++) SampleManager.StopChannel(i); ClearRequestedQueue(); if (m_nActiveSampleQueue) { m_nActiveSampleQueue = 0; ClearRequestedQueue(); m_nActiveSampleQueue = 1; } else { m_nActiveSampleQueue = 1; ClearRequestedQueue(); m_nActiveSampleQueue = 0; } ClearActiveSamples(); } m_nActiveSampleQueue = m_nActiveSampleQueue == 1 ? 0 : 1; ProcessReverb(); ProcessSpecial(); ClearRequestedQueue(); InterrogateAudioEntities(); m_sPedComments.Process(); ServicePoliceRadio(); ServiceCollisions(); AddReleasingSounds(); ProcessMissionAudio(); #ifdef GTA_PC AdjustSamplesVolume(); #endif ProcessActiveQueues(); #ifdef AUDIO_OAL SampleManager.Service(); #endif for (int32 i = 0; i < m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal; ++i) { cAudioScriptObject *object = (cAudioScriptObject *)m_asAudioEntities[m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]].m_pEntity; delete object; m_asAudioEntities[m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]].m_pEntity = nil; DestroyEntity(m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]); } m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0; } uint8 cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const { float newSoundIntensity; if (soundIntensity <= 0.0f) return 0; newSoundIntensity = soundIntensity / 5.0f; if (newSoundIntensity <= distance) emittingVolume = sq((soundIntensity - newSoundIntensity - (distance - newSoundIntensity)) / (soundIntensity - newSoundIntensity)) * emittingVolume; return emittingVolume; } void cAudioManager::TranslateEntity(Const CVector *in, CVector *out) const { *out = MultiplyInverse(TheCamera.GetMatrix(), *in); } int32 cAudioManager::ComputePan(float dist, CVector *vec) { const uint8 PanTable[64] = {0, 3, 8, 12, 16, 19, 22, 24, 26, 28, 30, 31, 33, 34, 36, 37, 39, 40, 41, 42, 44, 45, 46, 47, 48, 49, 49, 50, 51, 52, 53, 53, 54, 55, 55, 56, 56, 57, 57, 58, 58, 58, 59, 59, 59, 60, 60, 61, 61, 61, 61, 62, 62, 62, 62, 62, 63, 63, 63, 63, 63, 63, 63, 63}; int32 index = Min(63, Abs(vec->x / (dist / 64.f))); if (vec->x > 0.f) return Max(20, 63 - PanTable[index]); return Min(107, PanTable[index] + 63); } int32 cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const { uint32 newFreq = oldFreq; if (!TheCamera.Get_Just_Switched_Status() && speedMultiplier != 0.0f) { float dist = position2 - position1; if (dist != 0.0f) { float speedOfSource = (dist / m_nTimeSpent) * speedMultiplier; if (m_fSpeedOfSound > Abs(speedOfSource)) { if (speedOfSource < 0.0f) { speedOfSource = Max(speedOfSource, -1.5f); } else { speedOfSource = Min(speedOfSource, 1.5f); } newFreq = (oldFreq * m_fSpeedOfSound) / (speedOfSource + m_fSpeedOfSound); } } } return newFreq; } int32 cAudioManager::RandomDisplacement(uint32 seed) const { int32 value; static bool8 bPos = TRUE; static uint32 Adjustment = 0; if (!seed) return 0; value = m_anRandomTable[(Adjustment + seed) % 5] % seed; Adjustment += value; if (value % 2) { bPos = !bPos; } if (!bPos) value = -value; return value; } void cAudioManager::InterrogateAudioEntities() { for (int32 i = 0; i < m_nAudioEntitiesTotal; i++) { ProcessEntity(m_anAudioEntityIndices[i]); m_asAudioEntities[m_anAudioEntityIndices[i]].m_AudioEvents = 0; } } void cAudioManager::AddSampleToRequestedQueue() { int32 calculatedVolume; uint8 sampleIndex; bool8 bReflections; if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) { calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator * (MAX_VOLUME - m_sQueueSample.m_nVolume); sampleIndex = m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; if (sampleIndex >= m_nActiveSamples) { sampleIndex = m_abSampleQueueIndexTable[m_nActiveSampleQueue][m_nActiveSamples - 1]; if (m_asSamples[m_nActiveSampleQueue][sampleIndex].m_nCalculatedVolume <= calculatedVolume) return; } else { ++m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; } m_sQueueSample.m_nCalculatedVolume = calculatedVolume; m_sQueueSample.m_bLoopEnded = FALSE; if (m_sQueueSample.m_bIs2D) { m_sQueueSample.m_bRequireReflection = FALSE; m_sQueueSample.m_nLoopsRemaining = 0; } if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount) { bReflections = m_sQueueSample.m_bRequireReflection; } else { bReflections = FALSE; m_sQueueSample.m_nLoopsRemaining = 0; } m_sQueueSample.m_bRequireReflection = FALSE; if (!m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bReverbFlag = FALSE; m_asSamples[m_nActiveSampleQueue][sampleIndex] = m_sQueueSample; AddDetailsToRequestedOrderList(sampleIndex); if (bReflections) AddReflectionsToRequestedQueue(); } } void cAudioManager::AddDetailsToRequestedOrderList(uint8 sample) { uint32 i = 0; if (sample != 0) { for (; i < sample; i++) { if (m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]].m_nCalculatedVolume > m_asSamples[m_nActiveSampleQueue][sample].m_nCalculatedVolume) break; } if (i < sample) { memmove(&m_abSampleQueueIndexTable[m_nActiveSampleQueue][i + 1], &m_abSampleQueueIndexTable[m_nActiveSampleQueue][i], m_nActiveSamples - i - 1); } } m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample; } void cAudioManager::AddReflectionsToRequestedQueue() { float reflectionDistance; int32 noise; uint8 emittingVolume = (m_sQueueSample.m_nVolume / 2) + (m_sQueueSample.m_nVolume / 8); for (uint32 i = 0; i < ARRAY_SIZE(m_afReflectionsDistances); i++) { reflectionDistance = m_afReflectionsDistances[i]; if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_fSoundIntensity) { m_sQueueSample.m_nLoopsRemaining = (reflectionDistance * 500.f / 1029.f); if (m_sQueueSample.m_nLoopsRemaining > 5) { m_sQueueSample.m_fDistance = m_afReflectionsDistances[i]; m_sQueueSample.m_nEmittingVolume = emittingVolume; m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > emittingVolume / 16) { m_sQueueSample.m_nCounter += (i + 1) * 256; if (m_sQueueSample.m_nLoopCount) { noise = RandomDisplacement(m_sQueueSample.m_nFrequency / 32); if (noise <= 0) m_sQueueSample.m_nFrequency += noise; else m_sQueueSample.m_nFrequency -= noise; } m_sQueueSample.m_nReleasingVolumeModificator += 20; m_sQueueSample.m_vecPos = m_avecReflectionsPos[i]; AddSampleToRequestedQueue(); } } } } } void cAudioManager::UpdateReflections() { const CVector &camPos = TheCamera.GetPosition(); CColPoint colpoint; CEntity *ent; if (m_FrameCounter % 8 == 0) { m_avecReflectionsPos[0] = camPos; m_avecReflectionsPos[0].y += 50.f; if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[0], colpoint, ent, true, false, false, true, false, true, true)) m_afReflectionsDistances[0] = Distance(camPos, colpoint.point); else m_afReflectionsDistances[0] = 50.0f; } else if ((m_FrameCounter + 1) % 8 == 0) { m_avecReflectionsPos[1] = camPos; m_avecReflectionsPos[1].y -= 50.0f; if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[1], colpoint, ent, true, false, false, true, false, true, true)) m_afReflectionsDistances[1] = Distance(camPos, colpoint.point); else m_afReflectionsDistances[1] = 50.0f; } else if ((m_FrameCounter + 2) % 8 == 0) { m_avecReflectionsPos[2] = camPos; m_avecReflectionsPos[2].x -= 50.0f; if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[2], colpoint, ent, true, false, false, true, false, true, true)) m_afReflectionsDistances[2] = Distance(camPos, colpoint.point); else m_afReflectionsDistances[2] = 50.0f; } else if ((m_FrameCounter + 3) % 8 == 0) { m_avecReflectionsPos[3] = camPos; m_avecReflectionsPos[3].x += 50.0f; if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[3], colpoint, ent, true, false, false, true, false, true, true)) m_afReflectionsDistances[3] = Distance(camPos, colpoint.point); else m_afReflectionsDistances[3] = 50.0f; } else if ((m_FrameCounter + 4) % 8 == 0) { m_avecReflectionsPos[4] = camPos; m_avecReflectionsPos[4].z += 50.0f; if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[4].z, colpoint, ent, true, false, false, false, true, false, nil)) m_afReflectionsDistances[4] = colpoint.point.z - camPos.z; else m_afReflectionsDistances[4] = 50.0f; } } void cAudioManager::AddReleasingSounds() { bool8 toProcess[44]; // why not 27? because PS2? int8 queue = m_nActiveSampleQueue == 0 ? 1 : 0; for (int32 i = 0; i < m_SampleRequestQueuesStatus[queue]; i++) { tSound &sample = m_asSamples[queue][m_abSampleQueueIndexTable[queue][i]]; if (sample.m_bLoopEnded) continue; toProcess[i] = FALSE; for (int32 j = 0; j < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; j++) { if (sample.m_nEntityIndex == m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][j]].m_nEntityIndex && sample.m_nCounter == m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][j]].m_nCounter) { toProcess[i] = TRUE; break; } } if (!toProcess[i]) { if (sample.m_nCounter <= 255 || !sample.m_nLoopsRemaining) { if (!sample.m_nReleasingVolumeDivider) continue; if (!sample.m_nLoopCount) { if (sample.m_nVolumeChange == -1) { sample.m_nVolumeChange = sample.m_nVolume / sample.m_nReleasingVolumeDivider; if (sample.m_nVolumeChange <= 0) sample.m_nVolumeChange = 1; } if (sample.m_nVolume <= sample.m_nVolumeChange) { sample.m_nReleasingVolumeDivider = 0; continue; } sample.m_nVolume -= sample.m_nVolumeChange; } --sample.m_nReleasingVolumeDivider; if (m_bFifthFrameFlag) { if (sample.m_nReleasingVolumeModificator < 20) ++sample.m_nReleasingVolumeModificator; } sample.m_bReleasingSoundFlag = 0; } memcpy(&m_sQueueSample, &sample, sizeof(tSound)); AddSampleToRequestedQueue(); } } } void cAudioManager::ProcessActiveQueues() { bool8 flag; float position2; float position1; uint32 v28; uint32 v29; float x; float usedX; float usedY; float usedZ; uint8 vol; uint8 emittingVol; CVector position; for (int32 i = 0; i < m_nActiveSamples; i++) { m_asSamples[m_nActiveSampleQueue][i].m_bIsProcessed = FALSE; m_asActiveSamples[i].m_bIsProcessed = FALSE; } for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; ++i) { tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]]; if (sample.m_nSampleIndex != NO_SAMPLE) { for (int32 j = 0; j < m_nActiveSamples; ++j) { if (sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex && sample.m_nCounter == m_asActiveSamples[j].m_nCounter && sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) { if (sample.m_nLoopCount) { if (m_FrameCounter & 1) { flag = !!(j & 1); } else { flag = !(j & 1); } if (flag && !SampleManager.GetChannelUsedFlag(j)) { sample.m_bLoopEnded = TRUE; m_asActiveSamples[j].m_bLoopEnded = TRUE; m_asActiveSamples[j].m_nSampleIndex = NO_SAMPLE; m_asActiveSamples[j].m_nEntityIndex = AEHANDLE_NONE; continue; } } sample.m_bIsProcessed = TRUE; m_asActiveSamples[j].m_bIsProcessed = TRUE; sample.m_nVolumeChange = -1; if (!sample.m_bReleasingSoundFlag) { if (sample.m_bIs2D) { if (field_4) { emittingVol = 2 * Min(63, sample.m_nEmittingVolume); } else { emittingVol = sample.m_nEmittingVolume; } SampleManager.SetChannelFrequency(j, sample.m_nFrequency); SampleManager.SetChannelEmittingVolume(j, emittingVol); } else { m_asActiveSamples[j].m_fDistance = sample.m_fDistance; position2 = sample.m_fDistance; position1 = m_asActiveSamples[j].m_fDistance; sample.m_nFrequency = ComputeDopplerEffectedFrequency(sample.m_nFrequency, position1, position2, sample.m_fSpeedMultiplier); if (sample.m_nFrequency != m_asActiveSamples[j].m_nFrequency) { int32 freq; if (sample.m_nFrequency <= m_asActiveSamples[j].m_nFrequency) { #ifdef FIX_BUGS freq = Max((int32)sample.m_nFrequency, (int32)m_asActiveSamples[j].m_nFrequency - 6000); #else freq = Max((int32)sample.m_nFrequency, int32(m_asActiveSamples[j].m_nFrequency - 6000)); #endif } else { freq = Min(sample.m_nFrequency, m_asActiveSamples[j].m_nFrequency + 6000); } m_asActiveSamples[j].m_nFrequency = freq; SampleManager.SetChannelFrequency(j, freq); } if (sample.m_nEmittingVolume != m_asActiveSamples[j].m_nEmittingVolume) { if (sample.m_nEmittingVolume <= m_asActiveSamples[j].m_nEmittingVolume) { vol = Max(m_asActiveSamples[j].m_nEmittingVolume - 10, sample.m_nEmittingVolume); } else { vol = Min(m_asActiveSamples[j].m_nEmittingVolume + 10, sample.m_nEmittingVolume); } uint8 emittingVol; if (field_4) { emittingVol = 2 * Min(63, vol); } else { emittingVol = vol; } SampleManager.SetChannelEmittingVolume(j, emittingVol); m_asActiveSamples[j].m_nEmittingVolume = vol; } TranslateEntity(&sample.m_vecPos, &position); SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z); SampleManager.SetChannel3DDistances(j, sample.m_fSoundIntensity, 0.25f * sample.m_fSoundIntensity); } SampleManager.SetChannelReverbFlag(j, sample.m_bReverbFlag); break; } sample.m_bIsProcessed = FALSE; m_asActiveSamples[j].m_bIsProcessed = FALSE; } } } } for (int32 i = 0; i < m_nActiveSamples; i++) { if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && !m_asActiveSamples[i].m_bIsProcessed) { SampleManager.StopChannel(i); m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE; m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE; } } for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; ++i) { tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]]; if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) { if (sample.m_nCounter > 255 && sample.m_nLoopCount && sample.m_nLoopsRemaining) { --sample.m_nLoopsRemaining; sample.m_nReleasingVolumeDivider = 1; } else { for (uint8 j = 0; j < m_nActiveSamples; ++j) { if (!m_asActiveSamples[j].m_bIsProcessed) { if (sample.m_nLoopCount) { v28 = sample.m_nFrequency / m_nTimeSpent; v29 = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex); if (v28 == 0) continue; sample.m_nReleasingVolumeDivider = v29 / v28 + 1; } memcpy(&m_asActiveSamples[j], &sample, sizeof(tSound)); if (!m_asActiveSamples[j].m_bIs2D) TranslateEntity(&m_asActiveSamples[j].m_vecPos, &position); if (field_4) { emittingVol = 2 * Min(63, m_asActiveSamples[j].m_nEmittingVolume); } else { emittingVol = m_asActiveSamples[j].m_nEmittingVolume; } if (SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex)) { SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency); SampleManager.SetChannelEmittingVolume(j, emittingVol); SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd); SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount); SampleManager.SetChannelReverbFlag(j, m_asActiveSamples[j].m_bReverbFlag); if (m_asActiveSamples[j].m_bIs2D) { uint8 offset = m_asActiveSamples[j].m_nOffset; if (offset == 63) { x = 0.f; } else if (offset >= 63) { x = (offset - 63) * 1000.f / 63; } else { x = -(63 - offset) * 1000.f / 63; } usedX = x; usedY = 0.f; usedZ = 0.f; m_asActiveSamples[j].m_fSoundIntensity = 100000.0f; } else { usedX = position.x; usedY = position.y; usedZ = position.z; } SampleManager.SetChannel3DPosition(j, usedX, usedY, usedZ); SampleManager.SetChannel3DDistances(j, m_asActiveSamples[j].m_fSoundIntensity, 0.25f * m_asActiveSamples[j].m_fSoundIntensity); SampleManager.StartChannel(j); } m_asActiveSamples[j].m_bIsProcessed = TRUE; sample.m_bIsProcessed = TRUE; sample.m_nVolumeChange = -1; break; } } } } } } void cAudioManager::ClearRequestedQueue() { for (int32 i = 0; i < m_nActiveSamples; i++) { m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = m_nActiveSamples; } m_SampleRequestQueuesStatus[m_nActiveSampleQueue] = 0; } void cAudioManager::ClearActiveSamples() { for (int32 i = 0; i < m_nActiveSamples; i++) { m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE; m_asActiveSamples[i].m_nCounter = 0; m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE; m_asActiveSamples[i].m_nBankIndex = INVALID_SFX_BANK; m_asActiveSamples[i].m_bIs2D = FALSE; m_asActiveSamples[i].m_nReleasingVolumeModificator = 5; m_asActiveSamples[i].m_nFrequency = 0; m_asActiveSamples[i].m_nVolume = 0; m_asActiveSamples[i].m_nEmittingVolume = 0; m_asActiveSamples[i].m_fDistance = 0.0f; m_asActiveSamples[i].m_bIsProcessed = FALSE; m_asActiveSamples[i].m_bLoopEnded = FALSE; m_asActiveSamples[i].m_nLoopCount = 1; m_asActiveSamples[i].m_nLoopStart = 0; m_asActiveSamples[i].m_nLoopEnd = -1; m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f; m_asActiveSamples[i].m_fSoundIntensity = 200.0f; m_asActiveSamples[i].m_nOffset = 63; m_asActiveSamples[i].m_bReleasingSoundFlag = FALSE; m_asActiveSamples[i].m_nCalculatedVolume = 0; m_asActiveSamples[i].m_nReleasingVolumeDivider = 0; m_asActiveSamples[i].m_nVolumeChange = -1; m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f); m_asActiveSamples[i].m_bReverbFlag = FALSE; m_asActiveSamples[i].m_nLoopsRemaining = 0; m_asActiveSamples[i].m_bRequireReflection = FALSE; } } void cAudioManager::GenerateIntegerRandomNumberTable() { for (int32 i = 0; i < ARRAY_SIZE(m_anRandomTable); i++) { m_anRandomTable[i] = myrand(); } } #ifdef GTA_PC void cAudioManager::AdjustSamplesVolume() { for (int i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) { tSound *pSample = &m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] + 1]; if (!pSample->m_bIs2D) pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_fSoundIntensity, pSample->m_fDistance); } } uint8 cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist) { float quatIntensity = intensity / 4.0f; float diffIntensity = intensity - quatIntensity; if (dist > diffIntensity) return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume / quatIntensity; return emittingVolume; } #endif