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author | Sergeanur <s.anureev@yandex.ua> | 2021-08-18 20:07:33 +0200 |
---|---|---|
committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-18 20:07:33 +0200 |
commit | eda2c054489e83a03a14976747cd19e3ac60d7a4 (patch) | |
tree | fd5338b76e24286a0900d4964a38a576ef8bad99 /src/audio | |
parent | Fix acceleration sound playing when exiting the vehicle (diff) | |
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Diffstat (limited to 'src/audio')
-rw-r--r-- | src/audio/AudioLogic.cpp | 20 | ||||
-rw-r--r-- | src/audio/AudioManager.cpp | 7 | ||||
-rw-r--r-- | src/audio/PolRadio.cpp | 2 |
3 files changed, 27 insertions, 2 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 9b8e278b..6756925d 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -246,6 +246,12 @@ cAudioManager::ProcessReverb() } #else // TODO: PS2 code + + static uint8 OldVolL = 0; + static uint8 OldVolR = 0; + + // SoundDistUp, SoundDistLeft, SoundDistRight used in here from TheCamera + SampleManager.UpdateReverb(); #endif } @@ -1197,6 +1203,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * uint8 currentGear; float gasPedalAudio; CVector pos; + bool8 slowingDown; static int16 LastAccel = 0; static int16 LastBrake = 0; @@ -1223,6 +1230,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * else accelerateState = Pads[0].GetAccelerate(); + slowingDown = params.m_fVelocityChange < -0.001f; channelUsed = SampleManager.GetChannelUsedFlag(CHANNEL_PLAYER_VEHICLE_ENGINE); transmission = params.m_pTransmission; velocityChange = params.m_fVelocityChange; @@ -1260,7 +1268,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f); else freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f); - if (params.m_fVelocityChange < -0.001f) + if (slowingDown) freqModifier = -freqModifier; } else freqModifier = 0; @@ -1268,7 +1276,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * engineSoundType = aVehicleSettings[params.m_nIndex].m_nBank; soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET); if (accelerateState <= 0) { - if (params.m_fVelocityChange < -0.001f) { + if (slowingDown) { if (channelUsed) { SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); bAccelSampleStopped = TRUE; @@ -1356,10 +1364,14 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * } } +#ifdef GTA_PS2 + SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0); +#else if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0)) return; SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1); SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1); +#endif } #ifdef EXTERNAL_3D_SOUND @@ -1376,7 +1388,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * freq /= 2; SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq); if (!channelUsed) { +#if GTA_VERSION >= GTA3_PC_10 SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE); +#else + SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, TRUE); +#endif SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); } } diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index 15c8c00e..a288ac12 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -955,7 +955,12 @@ cAudioManager::ProcessActiveQueues() #else emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume; #endif +#ifdef GTA_PS2 + { + SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex); +#else if (SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex)) { +#endif SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency); #ifdef EXTERNAL_3D_SOUND SampleManager.SetChannelEmittingVolume(j, emittingVol); @@ -963,8 +968,10 @@ cAudioManager::ProcessActiveQueues() SampleManager.SetChannelVolume(j, emittingVol); SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset); #endif +#ifndef GTA_PS2 SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd); SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount); +#endif SampleManager.SetChannelReverbFlag(j, m_asActiveSamples[j].m_bReverbFlag); #ifdef EXTERNAL_3D_SOUND if (m_asActiveSamples[j].m_bIs2D) { diff --git a/src/audio/PolRadio.cpp b/src/audio/PolRadio.cpp index b5df5c14..b1460b3c 100644 --- a/src/audio/PolRadio.cpp +++ b/src/audio/PolRadio.cpp @@ -271,8 +271,10 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel) SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq); SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100); SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63); +#ifndef GTA_PS2 SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1); SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1); +#endif SampleManager.StartChannel(CHANNEL_POLICE_RADIO); } if (processed) ResetPoliceRadio(); |