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authorSergeanur <s.anureev@yandex.ua>2020-10-25 11:00:57 +0100
committerSergeanur <s.anureev@yandex.ua>2020-10-25 11:00:57 +0100
commita5202435631925c90c25b983d0c94acae589bcb9 (patch)
tree4bbfd65ed04b79a789fe2994cd43c7cdbc3a87c3 /src/audio/AudioLogic.cpp
parentDMAudio fixes (diff)
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Diffstat (limited to 'src/audio/AudioLogic.cpp')
-rw-r--r--src/audio/AudioLogic.cpp240
1 files changed, 146 insertions, 94 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index c3f969a7..88ef50f0 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -5546,18 +5546,21 @@ cAudioManager::ProcessFrontEnd()
bool stereo;
bool processedPickup;
bool processedMission;
- bool frontendBank;
+ bool staticFreq;
+ bool center;
int16 sample;
static uint8 iSound = 0;
static uint32 cPickupNextFrame = 0;
static uint32 cPartMisComNextFrame = 0;
+ static uint32 radioDial = SFX_RADIO_DIAL_1;
for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
+ staticFreq = false;
processedPickup = false;
- stereo = false;
+ center = false;
processedMission = false;
- frontendBank = false;
+ stereo = false;
switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
@@ -5565,102 +5568,124 @@ cAudioManager::ProcessFrontEnd()
case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
break;
- //case SOUND_GARAGE_NO_MONEY:
- //case SOUND_GARAGE_BAD_VEHICLE:
- //case SOUND_GARAGE_BOMB_ALREADY_SET:
- // m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
- // stereo = true;
- // break;
- //case SOUND_GARAGE_OPENING:
- //case SOUND_GARAGE_BOMB1_SET:
- //case SOUND_GARAGE_BOMB2_SET:
- //case SOUND_GARAGE_BOMB3_SET:
- //case SOUND_41:
- //case SOUND_GARAGE_VEHICLE_DECLINED:
- //case SOUND_GARAGE_VEHICLE_ACCEPTED:
- //case SOUND_PICKUP_HEALTH:
- //case SOUND_4B:
- //case SOUND_PICKUP_ADRENALINE:
- //case SOUND_PICKUP_ARMOUR:
- //case SOUND_EVIDENCE_PICKUP:
- //case SOUND_UNLOAD_GOLD:
- // m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
- // processedPickup = true;
- // stereo = true;
- // break;
- //case SOUND_PICKUP_WEAPON_BOUGHT:
- //case SOUND_PICKUP_WEAPON:
- // m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
- // processedPickup = true;
- // stereo = true;
- // break;
- //case SOUND_PICKUP_ERROR:
- // m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
- // processedPickup = true;
- // stereo = true;
- // break;
- //case SOUND_PICKUP_BONUS:
- //case SOUND_PICKUP_MONEY:
- //case SOUND_PICKUP_HIDDEN_PACKAGE:
- //case SOUND_PICKUP_PACMAN_PILL:
- //case SOUND_PICKUP_PACMAN_PACKAGE:
- //case SOUND_PICKUP_FLOAT_PACKAGE:
- // m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
- // processedPickup = true;
- // stereo = true;
- // break;
- //case SOUND_PAGER:
- // m_sQueueSample.m_nSampleIndex = SFX_PAGER;
- // break;
- case SOUND_RACE_START_3:
- case SOUND_RACE_START_2:
- case SOUND_RACE_START_1:
- case SOUND_CLOCK_TICK:
- m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP;
+ case SOUND_GARAGE_NO_MONEY:
+ case SOUND_GARAGE_BAD_VEHICLE:
+ case SOUND_GARAGE_BOMB_ALREADY_SET:
+ m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
+ stereo = true;
+ staticFreq = true;
+ center = true;
break;
- case SOUND_RACE_START_GO:
+ case SOUND_GARAGE_OPENING:
+ case SOUND_71: //case SOUND_41:
+ case SOUND_GARAGE_VEHICLE_DECLINED:
+ case SOUND_GARAGE_VEHICLE_ACCEPTED:
+ case SOUND_EVIDENCE_PICKUP:
+ case SOUND_UNLOAD_GOLD:
+ stereo = true;
+ processedPickup = true;
+ m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
+ break;
+ case SOUND_GARAGE_BOMB1_SET:
+ case SOUND_GARAGE_BOMB2_SET:
+ case SOUND_GARAGE_BOMB3_SET:
+ center = true;
+ processedPickup = true;
+ m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
+ stereo = true;
+ break;
+ case SOUND_PICKUP_HEALTH:
+ case SOUND_81: //case SOUND_4B:
+ case SOUND_PICKUP_ADRENALINE:
+ case SOUND_PICKUP_ARMOUR:
+ stereo = true;
+ processedPickup = true;
+ m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
+ break;
+ case SOUND_80:
+ stereo = true;
+ processedPickup = true;
+ m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
+ center = true;
+ staticFreq = true;
+ break;
+ case SOUND_PICKUP_BONUS:
+ case SOUND_FRONTEND_MENU_STARTING:
+ case SOUND_HUD_SOUND:
+ stereo = true;
+ m_sQueueSample.m_nSampleIndex = SFX_INFO_LEFT;
+ center = true;
+ break;
+ case SOUND_PICKUP_MONEY:
+ stereo = true;
+ processedPickup = true;
+ m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
+ break;
+ case SOUND_PICKUP_HIDDEN_PACKAGE:
+ case SOUND_PICKUP_PACMAN_PILL:
+ case SOUND_PICKUP_PACMAN_PACKAGE:
+ case SOUND_PICKUP_FLOAT_PACKAGE:
+ center = true;
+ processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
+ stereo = true;
break;
+ case SOUND_RACE_START_3:
+ case SOUND_RACE_START_2:
+ case SOUND_RACE_START_1:
case SOUND_PART_MISSION_COMPLETE:
+ stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
processedMission = true;
+ center = true;
break;
- case SOUND_FRONTEND_MENU_STARTING:
- m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
+ case SOUND_RACE_START_GO:
stereo = true;
+ m_sQueueSample.m_nSampleIndex = SFX_GO_LEFT;
+ center = true;
+ break;
+ case SOUND_CLOCK_TICK:
+ m_sQueueSample.m_nSampleIndex = SFX_TIMER;
+ break;
+ case SOUND_FRONTEND_NO_RADIO:
+ case SOUND_FRONTEND_RADIO_CHANGE:
+ m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
+ break;
+ case SOUND_FRONTEND_RADIO_CHANGE_2:
+ m_sQueueSample.m_nSampleIndex = SFX_HURRICANE_MA;
+ break;
+ case SOUND_BULLETTRACE_1:
+ case SOUND_BULLETTRACE_2:
+ m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] % 2) + SFX_BULLET_PASS_1;
+ break;
+ case SOUND_AMMUNATION_IMRAN_ARM_BOMB:
+ m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
+ break;
+ case SOUND_194:
+ m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] % 2) ? radioDial + 1 : radioDial + 2;
+ if (m_sQueueSample.m_nSampleIndex > SFX_RADIO_DIAL_12)
+ m_sQueueSample.m_nSampleIndex -= 12;
+ radioDial = m_sQueueSample.m_nSampleIndex;
break;
case SOUND_FRONTEND_MENU_NEW_PAGE:
+ stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
+ break;
+ case SOUND_FRONTEND_FAIL:
stereo = true;
- frontendBank = true;
- frontendBank = true;
+ m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
break;
case SOUND_FRONTEND_MENU_SETTING_CHANGE:
- m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
stereo = true;
- frontendBank = true;
-
-
+ m_sQueueSample.m_nSampleIndex = SFX_FE_BACK_LEFT;
break;
- //case SOUND_FRONTEND_EXIT:
- // m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
- // stereo = true;
- // break;
- //case SOUND_FRONTEND_AUDIO_TEST:
- // m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
- // break;
- case SOUND_FRONTEND_FAIL:
- m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
- frontendBank = true;
+ case SOUND_FRONTEND_MENU_BACK:
stereo = true;
+ m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
break;
- case SOUND_FRONTEND_NO_RADIO:
- case SOUND_FRONTEND_RADIO_CHANGE:
- m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
+ case SOUND_FRONTEND_AUDIO_TEST:
+ m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_FE_NOISE_BURST_1;
break;
- //case SOUND_HUD_SOUND:
- // m_sQueueSample.m_nSampleIndex = SFX_INFO;
- // break;
default:
continue;
}
@@ -5676,37 +5701,64 @@ cAudioManager::ProcessFrontEnd()
}
sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
- if (sample == SFX_RAIN) {
+
+ if (sample == SOUND_FRONTEND_NO_RADIO)
m_sQueueSample.m_nFrequency = 28509;
- /*} else if (sample == SFX_PICKUP_1_LEFT) {
- if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] == 1.0f)
- m_sQueueSample.m_nFrequency = 32000;
- else
- m_sQueueSample.m_nFrequency = 48000;*/
- } else {
+ else if (sample == SOUND_FRONTEND_RADIO_CHANGE)
+ m_sQueueSample.m_nFrequency = 32000;
+ else if (sample == SOUND_BULLETTRACE_1 || sample == SOUND_BULLETTRACE_2) {
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- }
- m_sQueueSample.m_nVolume = 110;
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ } else if (staticFreq)
+ m_sQueueSample.m_nFrequency = 5382;
+ else
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+
+ m_sQueueSample.m_nVolume = 127;
+ if (m_sQueueSample.m_nSampleIndex == SFX_HURRICANE_MA && CWeather::Wind > 1.0f)
+ m_sQueueSample.m_nVolume = (CWeather::Wind - 1.0f) * m_sQueueSample.m_nVolume;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
- m_sQueueSample.m_nBankIndex = frontendBank ? SFX_BANK_FRONT_END_MENU : SFX_BANK_0;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_FRONT_END_MENU;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
- if (stereo)
- m_sQueueSample.m_nOffset = m_anRandomTable[0] & 31;
- else
+ m_sQueueSample.m_fDistance = 1.0f;
+ if (stereo)
+ m_sQueueSample.m_nOffset = 0;
+ else {
+ sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
+ if (sample == SOUND_BULLETTRACE_1) {
+ m_sQueueSample.m_nOffset = 20;
+ m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
+ m_sQueueSample.m_nReleasingVolumeModificator = 10;
+ m_sQueueSample.m_fDistance = 100.0f;
+ }
+ if (sample == SOUND_BULLETTRACE_2) {
+ m_sQueueSample.m_nOffset = 107;
+ m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
+ m_sQueueSample.m_nReleasingVolumeModificator = 10;
+ m_sQueueSample.m_fDistance = 100.0f;
+ }
m_sQueueSample.m_nOffset = 63;
+ }
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
if (stereo) {
++m_sQueueSample.m_nSampleIndex;
m_sQueueSample.m_nCounter = iSound++;
- m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
+ m_sQueueSample.m_nOffset = 127 - m_sQueueSample.m_nOffset;
+ AddSampleToRequestedQueue();
+ }
+ if (center) {
+ ++m_sQueueSample.m_nSampleIndex;
+ m_sQueueSample.m_nCounter = iSound++;
+ m_sQueueSample.m_nOffset = 63;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
AddSampleToRequestedQueue();
}
}