1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
|
#pragma once
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PoliceRadio.h"
#include "VehicleModelInfo.h"
class tSound
{
public:
int32 m_nEntityIndex;
int32 m_nCounter;
int32 m_nSampleIndex;
uint8 m_nBankIndex;
bool m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
float m_fDistance;
int32 m_nLoopCount;
int32 m_nLoopStart;
int32 m_nLoopEnd;
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
float m_fSoundIntensity;
bool m_bReleasingSoundFlag;
CVector m_vecPos;
bool m_bReverbFlag;
uint8 m_nLoopsRemaining;
bool m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
uint8 field_4C;
int32 m_nReleasingVolumeDivider;
bool m_bIsProcessed;
bool m_bLoopEnded;
int32 m_nCalculatedVolume;
int8 m_nVolumeChange;
};
VALIDATE_SIZE(tSound, 96);
class CPhysical;
class CAutomobile;
class tAudioEntity
{
public:
eAudioType m_nType;
void *m_pEntity;
bool m_bIsUsed;
uint8 m_nStatus;
int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
uint8 m_AudioEvents;
};
VALIDATE_SIZE(tAudioEntity, 40);
class tPedComment
{
public:
int32 m_nSampleIndex;
int32 m_nEntityIndex;
CVector m_vecPos;
float m_fDistance;
uint8 m_bVolume;
int8 m_nProcess;
};
VALIDATE_SIZE(tPedComment, 28);
class cPedComments
{
public:
tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
uint8 m_nActiveBank;
cPedComments()
{
for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
m_asPedComments[j][i].m_nProcess = -1;
m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
}
for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
m_nCommentsInBank[i] = 0;
m_nActiveBank = 0;
}
void Add(tPedComment *com);
void Process();
};
VALIDATE_SIZE(cPedComments, 1164);
class CEntity;
#define MISSION_AUDIO_SLOTS (2)
// So instead of doing cMissionAudio [2] they've added [2] to every field of the struct...
// Only someone with a VERY EXTRAORDINARY mind could have come up with that
class cMissionAudio
{
public:
CVector m_vecPos[MISSION_AUDIO_SLOTS];
bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
bool m_bIsPlaying[MISSION_AUDIO_SLOTS];
int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
bool m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool m_bIsMobile[MISSION_AUDIO_SLOTS];
};
VALIDATE_SIZE(cMissionAudio, 0x38);
// name made up
class cAudioScriptObjectManager
{
public:
int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES];
int32 m_nScriptObjectEntityTotal;
cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
};
class cTransmission;
class CPlane;
class CVehicle;
class CPed;
class cPedParams
{
public:
bool m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
};
class cVehicleParams
{
public:
eVehicleType m_VehicleType;
bool m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
int32 m_nIndex;
float m_fVelocityChange;
};
VALIDATE_SIZE(cVehicleParams, 0x18);
enum {
REFLECTION_NORTH = 0,
REFLECTION_SOUTH,
REFLECTION_WEST,
REFLECTION_EAST,
REFLECTION_CEIL_NORTH,
REFLECTION_CEIL_SOUTH,
REFLECTION_CEIL_WEST,
REFLECTION_CEIL_EAST,
MAX_REFLECTIONS,
};
class cAudioManager
{
public:
bool m_bIsInitialised;
uint8 field_1; // unused
bool m_bFifthFrameFlag;
uint8 m_nActiveSamples;
uint8 field_4; // unused
bool m_bDynamicAcousticModelingStatus;
int8 field_6;
float m_fSpeedOfSound;
bool m_bTimerJustReset;
int32 m_nTimer;
tSound m_sQueueSample;
uint8 m_nActiveSampleQueue;
tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
tSound m_asActiveSamples[NUM_SOUNDS_SAMPLES_SLOTS];
tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
int32 m_nAudioEntitiesTotal;
CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
cAudioScriptObjectManager m_sAudioScriptObjectManager;
// miami
uint8 m_bIsPlayerShutUp;
uint8 m_nPlayerMood;
uint32 m_nPlayerMoodTimer;
uint8 field_rest[4];
uint8 field_4B3C;
cPedComments m_sPedComments;
int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
int32 m_nPoliceChannelEntity;
cPoliceRadioQueue m_sPoliceRadioQueue;
int32 m_nFrontEndEntity;
int32 m_nCollisionEntity;
cAudioCollisionManager m_sCollisionManager;
int32 m_nProjectileEntity;
#ifdef GTA_BRIDGE
int32 m_nBridgeEntity;
#endif
int32 m_nEscalatorEntity;
int32 m_nExtraSoundsEntity;
cMissionAudio m_sMissionAudio;
uint8 field_5538; // something related to phone dialogues
int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
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]; }
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; }
bool ShouldDuckMissionAudio(uint8 slot) const;
// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done
void AddReflectionsToRequestedQueue(); // done
void AddReleasingSounds(); // done
void AddSampleToRequestedQueue(); // done
void AgeCrimes(); // done (inlined in vc)
void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // done
void ClearMissionAudio(uint8 slot); // done
void ClearRequestedQueue(); // done (inlined in vc)
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
int32 ComputePan(float, CVector *); // done
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
int32 CreateEntity(eAudioType type, void *entity); // done
void DestroyAllGameCreatedEntities(); // done ? I don't seed pEntity = nil;
void DestroyEntity(int32 id); // done (inlined in vc) ? I not seen id checks
void DoPoliceRadioCrackle(); // done
// functions returning talk sfx,
// order from GetPedCommentSfx
// TODO: miami
// end of functions returning talk sfx
void GenerateIntegerRandomNumberTable();
char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const;
int8 GetCurrent3DProviderIndex() const;
int8 AutoDetect3DProviders() const; // done
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const;
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
int32 GetJumboTaxiFreq() const;
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
int8 GetMissionScriptPoliceAudioPlayingStatus() const;
uint8 GetNum3DProvidersAvailable() const; // done
int32 GetPedCommentSfx(CPed *ped, int32 sound);
void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
bool HasAirBrakes(int32 model) const; // done
void Initialise(); // done
void InitialisePoliceRadio();
void InitialisePoliceRadioZones();
void InterrogateAudioEntities(); // done
bool IsAudioInitialised() const;
bool IsMissionAudioSampleFinished(uint8 slot);
bool IsMP3RadioChannelAvailable() const; // done
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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 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
bool ProcessAirBrakes(cVehicleParams *params);
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);
#ifdef GTA_BRIDGE
void ProcessBridge();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
void ProcessBridgeWarning();
#endif
bool ProcessCarBombTick(cVehicleParams *params); // done
void ProcessCesna(cVehicleParams *params); //
//void ProcessCrane(); //
bool ProcessEngineDamage(cVehicleParams *params); // done
void ProcessEntity(int32 sound); // done
void ProcessExplosions(int32 explosion); // done
void ProcessFireHydrant(); // done
void ProcessFires(int32 entity); //
void ProcessFrontEnd(); //
void ProcessGarages(); //
void ProcessCarHeli(cVehicleParams* params); // done
void ProcessVehicleFlatTyre(cVehicleParams* params); // done
void ProcessJumbo(cVehicleParams *); //
void ProcessJumboAccel(CPlane *plane); //
void ProcessJumboDecel(CPlane *plane); //
void ProcessJumboFlying(); //
void ProcessJumboLanding(CPlane *plane); //
void ProcessJumboTakeOff(CPlane *plane); //
void ProcessJumboTaxi(); //
void ProcessLoopingScriptObject(uint8 sound); //
void ProcessMissionAudio(); //
void ProcessMissionAudioSlot(uint8 slot); //
void ProcessModelCarEngine(cVehicleParams *params); //
void ProcessOneShotScriptObject(uint8 sound); //
void ProcessPed(CPhysical *ped); //
void ProcessPedOneShots(cPedParams *params); //
void ProcessPhysical(int32 id); // done
void ProcessPlane(cVehicleParams *params); // done
void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); // done
void ProcessProjectiles(); //
void ProcessRainOnVehicle(cVehicleParams *params); //
void ProcessReverb() const; //
bool ProcessReverseGear(cVehicleParams *params); // done
void ProcessScriptObject(int32 id); // done
void ProcessSpecial();
#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 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 Service();
void ServiceCollisions();
void ServicePoliceRadio();
void ServicePoliceRadioChannel(int32 wantedLevel);
void ServiceSoundEffects();
int8 SetCurrent3DProvider(uint8 which);
void SetDynamicAcousticModelingStatus(uint8 status);
void SetEffectsFadeVol(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const;
void SetMP3BoostVolume(uint8 volume) const;
void SetEntityStatus(int32 id, uint8 status); //done
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;
void SetMonoMode(uint8 mono);
void SetMusicFadeVol(uint8 volume) const;
void SetMusicMasterVolume(uint8 volume) const;
void SetSpeakerConfig(int32 conf) const;
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
void SetUpOneShotCollisionSound(const cAudioCollision &col);
bool SetupCrimeReport();
bool SetupJumboEngineSound(uint8 vol, uint32 freq);
bool SetupJumboFlySound(uint8 emittingVol);
bool SetupJumboRumbleSound(uint8 emittingVol);
bool SetupJumboTaxiSound(uint8 vol);
bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
void SetupPedComments(cPedParams *params, uint32 sound);
void SetupSuspectLastSeenReport();
void Terminate();
void TranslateEntity(Const CVector *v1, CVector *v2) const;
void UpdateReflections();
bool UsesReverseWarning(int32 model) const; //done
bool UsesSiren(int32 model) const;
bool UsesSirenSwitching(int32 model) const;
CVehicle *FindVehicleOfPlayer(); //done
void SetPedTalkingStatus(CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, int32 time);
#ifdef GTA_PC
// only used in pc
void AdjustSamplesVolume();
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
#endif
};
#ifdef AUDIO_MSS
static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
#endif
extern cAudioManager AudioManager;
|