#pragma once
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PolRadio.h"
#include "VehicleModelInfo.h"
#include "Vehicle.h"
class tSound
{
public:
int32 m_nEntityIndex;
int32 m_nCounter;
int32 m_nSampleIndex;
uint8 m_nBankIndex;
bool8 m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
float m_fDistance;
int32 m_nLoopCount;
#ifndef GTA_PS2
int32 m_nLoopStart;
int32 m_nLoopEnd;
#endif
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
float m_fSoundIntensity;
bool8 m_bReleasingSoundFlag;
CVector m_vecPos;
bool8 m_bReverbFlag;
uint8 m_nLoopsRemaining;
bool8 m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
uint8 field_4C;
int32 m_nReleasingVolumeDivider;
bool8 m_bIsProcessed;
bool8 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;
bool8 m_bIsUsed;
uint8 m_bStatus;
int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
uint8 m_AudioEvents;
};
VALIDATE_SIZE(tAudioEntity, 40);
class tPedComment
{
public:
uint32 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;
#ifdef GTA_PC
bool8 m_bDelay;
uint32 m_nDelayTimer;
#endif
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); // done
void Process(); // done
};
VALIDATE_SIZE(cPedComments, 0x490);
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];
bool8 m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
bool8 m_bIsPlaying[MISSION_AUDIO_SLOTS];
int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
bool8 m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool8 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:
bool8 m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
cPedParams()
{
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
m_pPed = nil;
}
};
class cVehicleParams
{
public:
int32 m_VehicleType;
bool8 m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
int32 m_nIndex;
float m_fVelocityChange;
cVehicleParams()
{
m_VehicleType = -1;
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
m_pVehicle = nil;
m_pTransmission = nil;
m_nIndex = 0;
m_fVelocityChange = 0.0f;
}
};
VALIDATE_SIZE(cVehicleParams, 0x1C);
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:
bool8 m_bIsInitialised;
uint8 m_bReverb; // unused
bool8 m_bFifthFrameFlag;
uint8 m_nActiveSamples;
uint8 field_4; // unused
bool8 m_bDynamicAcousticModelingStatus;
int8 field_6;
float m_fSpeedOfSound;
bool8 m_bTimerJustReset;
int32 m_nTimer;
tSound m_sQueueSample;
uint8 m_nActiveSampleQueue;
tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
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
bool8 m_bIsPlayerShutUp;
uint8 m_nPlayerMood;
uint32 m_nPlayerMoodTimer;
uint8 field_rest[4];
bool8 m_bGenericSfx;
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;
cAudioManager();
~cAudioManager();
// getters
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; }
bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool8 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, bool8 notLooping); // done
void AddReflectionsToRequestedQueue(); // done
void AddReleasingSounds(); // done
void AddSampleToRequestedQueue(); // done
void AgeCrimes(); // done (inlined in vc)
void CalculateDistance(bool8 &condition, float dist); // done
bool8 CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // 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
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
int32 CreateEntity(eAudioType type, void *entity); // done
void DestroyAllGameCreatedEntities(); // done
void DestroyEntity(int32 id); // done (inlined in vc)
void DoPoliceRadioCrackle(); // done
// functions returning talk sfx,
// order from GetPedCommentSfx
uint32 GetPlayerTalkSfx(CPed *ped, int16 sound);
uint32 GetCopTalkSfx(CPed *ped, int16 sound);
uint32 GetSwatTalkSfx(CPed *ped, int16 sound);
uint32 GetFBITalkSfx(CPed *ped, int16 sound);
uint32 GetArmyTalkSfx(CPed *ped, int16 sound);
uint32 GetMedicTalkSfx(CPed *ped, int16 sound);
uint32 GetFiremanTalkSfx(CPed *ped, int16 sound);
uint32 GetDefaultTalkSfx(CPed *ped, int16 sound);
// LCS: Do not delete, some of these are still used
//uint32 GetHFYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetHFORITalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetHMORITalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHFOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYMDTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYCGTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYPRTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYAPTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOCATalkSfx(CPed *ped, int16 sound);
//uint32 GetBMODKTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYCRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetBFORITalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBFOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBMOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYPRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYPITalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYBBTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYCRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetWFORITalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetWMORITalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYCWTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYGOTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOGOTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOGOTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYLGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYLGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYPRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYPITalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOCATalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYJGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYJGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYSKTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYSKTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYSHTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOSHTalkSfx(CPed *ped, int16 sound);
//uint32 GetJFOTOTalkSfx(CPed *ped, int16 sound);
//uint32 GetJMOTOTalkSfx(CPed *ped, int16 sound);
//uint32 GetCBTalkSfx(CPed *ped, int16 sound);
//uint32 GetHNTalkSfx(CPed *ped, int16 sound);
//uint32 GetSGTalkSfx(CPed *ped, int16 sound);
//uint32 GetCLTalkSfx(CPed *ped, int16 sound);
//uint32 GetGDTalkSfx(CPed *ped, int16 sound);
//uint32 GetBKTalkSfx(CPed *ped, int16 sound);
//uint32 GetPGTalkSfx(CPed *ped, int16 sound);
//uint32 GetVICETalkSfx(CPed *ped, int16 sound, int16 model);
//uint32 GetWFYG1TalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYG2TalkSfx(CPed *ped, int16 sound);
uint32 GetGenericMaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
// end of functions returning talk sfx
void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const; // done
char GetCDAudioDriveLetter() const; // done
int8 GetCurrent3DProviderIndex() const; // done
int8 AutoDetect3DProviders() const; // done
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const; // done
float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc)
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
int32 GetJumboTaxiFreq() const; // done (inlined in vc)
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done
uint8 GetNum3DProvidersAvailable() const; // done
uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
float velocityChange); // done
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
bool8 HasAirBrakes(int32 model) const; // done
void Initialise(); // done
void InitialisePoliceRadio(); // done
void InitialisePoliceRadioZones(); // done
void InterrogateAudioEntities(); // done (inlined)
bool8 IsAudioInitialised() const; // done
bool8 IsMissionAudioSampleFinished(uint8 slot); // done
bool8 IsMP3RadioChannelAvailable() const; // done
bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, uint16 sound, float vol); // done
void PlaySuspectLastSeen(float x, float y, float z); // done
void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done
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
bool8 ProcessAirBrakes(cVehicleParams& params); // done
bool8 ProcessBoatEngine(cVehicleParams& params);
bool8 ProcessBoatMovingOverWater(cVehicleParams& params); //done
#ifdef GTA_BRIDGE
void ProcessBridge(); // done(bcs not exists in VC)
void ProcessBridgeMotor(); // done(bcs not exists in VC)
void ProcessBridgeOneShots(); // done(bcs not exists in VC)
void ProcessBridgeWarning(); // done(bcs not exists in VC)
#endif
bool8 ProcessCarBombTick(cVehicleParams& params); // done
void ProcessCarHeli(cVehicleParams& params); // done
void ProcessCesna(cVehicleParams& params); // done
//void ProcessCrane(); // done(bcs not exists in VC)
bool8 ProcessEngineDamage(cVehicleParams& params); // done
void ProcessEntity(int32 sound); // done
void ProcessExplosions(int32 explosion); // done
void ProcessFireHydrant(); // done
void ProcessFires(int32 entity); // done
void ProcessFrontEnd(); // done
void ProcessGarages(); // done
void ProcessJumbo(cVehicleParams& params); // done
void ProcessJumboAccel(CPlane *plane); // done
void ProcessJumboDecel(CPlane *plane); // done
void ProcessJumboFlying(); // done
void ProcessJumboLanding(CPlane *plane); // done
void ProcessJumboTakeOff(CPlane *plane); // done
void ProcessJumboTaxi(); // done
void ProcessLoopingScriptObject(uint8 sound); // done
void ProcessMissionAudio(); // done
void ProcessMissionAudioSlot(uint8 slot); // done
void ProcessModelHeliVehicle(cVehicleParams& params); // done
void ProcessModelVehicle(cVehicleParams& params); // done
void ProcessOneShotScriptObject(uint8 sound); //
void ProcessPed(CPhysical *ped); // done
void ProcessPedOneShots(cPedParams ¶ms); //
void ProcessPhysical(int32 id); // done
void ProcessPlane(cVehicleParams& params); // done
void ProcessPlayerMood(); // done
void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done
void ProcessProjectiles(); // done
void ProcessRainOnVehicle(cVehicleParams& params); // done
void ProcessReverb() const; // done
bool8 ProcessReverseGear(cVehicleParams& params); // done
void ProcessScriptObject(int32 id); // done
void ProcessSpecial(); // done
#ifdef GTA_TRAIN
bool8 ProcessTrainNoise(cVehicleParams ¶ms); //done(bcs not exists in VC)
#endif
void ProcessVehicle(CVehicle *vehicle); // done
bool8 ProcessVehicleDoors(cVehicleParams ¶ms); // done
void ProcessVehicleEngine(cVehicleParams ¶ms); // done
void ProcessVehicleFlatTyre(cVehicleParams ¶ms); // done
bool8 ProcessVehicleHorn(cVehicleParams ¶ms); // done
void ProcessVehicleOneShots(cVehicleParams ¶ms); // done
bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done
bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done
bool8 ProcessVehicleSkidding(cVehicleParams ¶ms); // done
void ProcessWaterCannon(int32); // done
void ProcessWeather(int32 id); // done
bool8 ProcessWetRoadNoise(cVehicleParams& params); // done
void ProcessEscalators(); // done
void ProcessExtraSounds(); // done
int32 RandomDisplacement(uint32 seed) const; // done
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(eCrimeType crime, const CVector &pos); // done
void ResetAudioLogicTimers(uint32 timer); // done
void ResetPoliceRadio(); // done
void ResetTimers(uint32 time); // done
void Service(); // done
void ServiceCollisions(); // done
void ServicePoliceRadio(); // done
void ServicePoliceRadioChannel(uint8 wantedLevel); // done
void ServiceSoundEffects(); // done
int8 SetCurrent3DProvider(uint8 which); // done
void SetDynamicAcousticModelingStatus(bool8 status); // done
void SetEffectsFadeVol(uint8 volume) const; // done
void SetEffectsMasterVolume(uint8 volume) const; // done
void SetMP3BoostVolume(uint8 volume) const; // done
void SetEntityStatus(int32 id, bool8 status); // done
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
void SetMonoMode(bool8 mono); // done
void SetMusicFadeVol(uint8 volume) const; // done
void SetMusicMasterVolume(uint8 volume) const; // done
void SetSpeakerConfig(int32 conf) const; // done
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
bool8 SetupCrimeReport(); // done
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); // done
bool8 SetupJumboFlySound(uint8 emittingVol); // done
bool8 SetupJumboRumbleSound(uint8 emittingVol); // done
bool8 SetupJumboTaxiSound(uint8 vol); // done
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
void SetupSuspectLastSeenReport();
void Terminate(); // done
void TranslateEntity(Const CVector *v1, CVector *v2) const; // done
void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
void UpdateReflections(); // done
bool8 UsesReverseWarning(int32 model) const; // done
bool8 UsesSiren(cVehicleParams ¶ms) const; // done
bool8 UsesSirenSwitching(cVehicleParams ¶ms) const; // done
CVehicle *FindVehicleOfPlayer(); // done
void SetPedTalkingStatus(CPed *ped, bool8 status); // done
void SetPlayersMood(uint8 mood, uint32 time); // done
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
#ifdef GTA_PC
// only used in pc
void AdjustSamplesVolume(); // done (inlined)
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined)
#endif
};
/*
Manual loop points are not on PS2 so let's have these macros to avoid massive ifndefs.
Setting these manually was pointless anyway since they never change from sdt values.
What were they thinking?
*/
#ifndef GTA_PS2
#define RESET_LOOP_OFFSETS \
m_sQueueSample.m_nLoopStart = 0; \
m_sQueueSample.m_nLoopEnd = -1;
#define SET_LOOP_OFFSETS(sample) \
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample);
#else
#define RESET_LOOP_OFFSETS
#define SET_LOOP_OFFSETS(sample)
#endif
//#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
//static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
//#endif
extern cAudioManager AudioManager;