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-rw-r--r--src/audio/AudioLogic.cpp5029
1 files changed, 2580 insertions, 2449 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index feafd68b..fca5c615 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -19,6 +19,7 @@
#include "ModelIndices.h"
#include "MusicManager.h"
#include "Pad.h"
+#include "ParticleObject.h"
#include "Ped.h"
#include "Physical.h"
#include "Placeable.h"
@@ -38,9 +39,6 @@
#include "ZoneCull.h"
#include "sampman.h"
-// TODO: Get rid of *intensity* consts (and get rid of term 'intensity' in general)
-// Make them defines, not floats because they were not floats on PS2
-
#ifndef GTA_PS2
#define CHANNEL_PLAYER_VEHICLE_ENGINE m_nActiveSamples
#endif
@@ -384,10 +382,10 @@ cAudioManager::ProcessPhysical(int32 id)
if (entity) {
switch (entity->GetType()) {
case ENTITY_TYPE_VEHICLE:
- ProcessVehicle((CVehicle *)m_asAudioEntities[id].m_pEntity);
+ ProcessVehicle((CVehicle *)entity);
break;
case ENTITY_TYPE_PED:
- ProcessPed((CPhysical *)m_asAudioEntities[id].m_pEntity);
+ ProcessPed(entity);
break;
default:
return;
@@ -395,6 +393,285 @@ cAudioManager::ProcessPhysical(int32 id)
}
}
+enum
+{
+ RAIN_ON_VEHICLE_MAX_DIST = 22,
+ RAIN_ON_VEHICLE_VOLUME = 30,
+
+ REVERSE_GEAR_MAX_DIST = 30,
+ REVERSE_GEAR_VOLUME = 24,
+
+ MODEL_CAR_ENGINE_MAX_DIST = 30,
+ MODEL_CAR_ENGINE_VOLUME = 90,
+
+ VEHICLE_ROAD_NOISE_MAX_DIST = 95,
+ VEHICLE_ROAD_NOISE_VOLUME = 30,
+
+ WET_ROAD_NOISE_MAX_DIST = 30,
+ WET_ROAD_NOISE_VOLUME = 23,
+
+ VEHICLE_ENGINE_MAX_DIST = 50,
+ VEHICLE_ENGINE_BASE_VOLUME = 80,
+ VEHICLE_ENGINE_FULL_VOLUME = 120,
+
+ CESNA_IDLE_MAX_DIST = 200,
+ CESNA_REV_MAX_DIST = 90,
+ CESNA_VOLUME = 80,
+
+ PLAYER_VEHICLE_ENGINE_VOLUME = 85,
+
+ VEHICLE_SKIDDING_MAX_DIST = 40,
+ VEHICLE_SKIDDING_VOLUME = 50,
+
+ VEHICLE_HORN_MAX_DIST = 40,
+ VEHICLE_HORN_VOLUME = 80,
+
+ VEHICLE_SIREN_MAX_DIST = 110,
+ VEHICLE_SIREN_VOLUME = 80,
+
+ VEHICLE_REVERSE_WARNING_MAX_DIST = 50,
+ VEHICLE_REVERSE_WARNING_VOLUME = 60,
+
+ VEHICLE_DOORS_MAX_DIST = 40,
+ VEHICLE_DOORS_VOLUME = 100,
+
+ AIR_BRAKES_MAX_DIST = 30,
+ AIR_BRAKES_VOLUME = 70,
+
+ ENGINE_DAMAGE_MAX_DIST = 40,
+ ENGINE_DAMAGE_VOLUME = 6,
+ ENGINE_DAMAGE_ON_FIRE_VOLUME = 60,
+
+ CAR_BOMB_TICK_MAX_DIST = 40,
+ CAR_BOMB_TICK_VOLUME = 60,
+
+ VEHICLE_ONE_SHOT_DOOR_MAX_DIST = 50,
+ VEHICLE_ONE_SHOT_DOOR_OPEN_VOLUME = 122,
+ VEHICLE_ONE_SHOT_DOOR_CLOSE_VOLUME = 117,
+
+ VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST = 30,
+ VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_VOLUME = 60,
+
+ VEHICLE_ONE_SHOT_CAR_JUMP_MAX_DIST = 35,
+ VEHICLE_ONE_SHOT_CAR_JUMP_VOLUME = 80,
+
+ VEHICLE_ONE_SHOT_CAR_ENGINE_START_MAX_DIST = 40,
+ VEHICLE_ONE_SHOT_CAR_ENGINE_START_VOLUME = 60,
+
+ VEHICLE_ONE_SHOT_CAR_LIGHT_BREAK_VOLUME = 30,
+
+ VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST = 35,
+ VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME = 55,
+
+ VEHICLE_ONE_SHOT_CAR_SPLASH_MAX_DIST = 40,
+ VEHICLE_ONE_SHOT_CAR_SPLASH_VOLUME = 55,
+
+ VEHICLE_ONE_SHOT_BOAT_SLOWDOWN_MAX_DIST = 50,
+
+ VEHICLE_ONE_SHOT_TRAIN_DOOR_MAX_DIST = 35,
+ VEHICLE_ONE_SHOT_TRAIN_DOOR_VOLUME = 70,
+
+ VEHICLE_ONE_SHOT_CAR_TANK_TURRET_MAX_DIST = 40,
+ VEHICLE_ONE_SHOT_CAR_TANK_TURRET_VOLUME = 90,
+
+ VEHICLE_ONE_SHOT_CAR_BOMB_TICK_MAX_DIST = 30,
+ VEHICLE_ONE_SHOT_CAR_BOMB_TICK_VOLUME = CAR_BOMB_TICK_VOLUME,
+
+ VEHICLE_ONE_SHOT_PLANE_ON_GROUND_MAX_DIST = 180,
+ VEHICLE_ONE_SHOT_PLANE_ON_GROUND_VOLUME = 75,
+
+ VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_MAX_DIST = 120,
+ VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_VOLUME = 65,
+
+ VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_MAX_DIST = 40,
+ VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_VOLUME = 90,
+
+ VEHICLE_ONE_SHOT_BOMB_ARMED_MAX_DIST = 50,
+ VEHICLE_ONE_SHOT_BOMB_ARMED_VOLUME = 50,
+
+ VEHICLE_ONE_SHOT_WATER_FALL_MAX_DIST = 40,
+ VEHICLE_ONE_SHOT_WATER_FALL_VOLUME = 90,
+
+ VEHICLE_ONE_SHOT_SPLATTER_MAX_DIST = 40,
+ VEHICLE_ONE_SHOT_SPLATTER_VOLUME = 55,
+
+ VEHICLE_ONE_SHOT_CAR_PED_COLLISION_MAX_DIST = 40,
+
+ TRAIN_NOISE_FAR_MAX_DIST = 300,
+ TRAIN_NOISE_NEAR_MAX_DIST = 70,
+ TRAIN_NOISE_VOLUME = 75,
+
+ BOAT_ENGINE_MAX_DIST = 50,
+ BOAT_ENGINE_REEFER_IDLE_VOLUME = 50,
+ BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME = 15,
+ BOAT_ENGINE_REEFER_ACCEL_VOLUME_MULT = 100,
+
+ BOAT_ENGINE_LOW_ACCEL_VOLUME = 45,
+ BOAT_ENGINE_HIGH_ACCEL_MIN_VOLUME = 15,
+ BOAT_ENGINE_HIGH_ACCEL_VOLUME_MULT = 105,
+
+ BOAT_MOVING_OVER_WATER_MAX_DIST = 50,
+ BOAT_MOVING_OVER_WATER_VOLUME = 30,
+
+ JUMBO_MAX_DIST = 440,
+ JUMBO_RUMBLE_SOUND_MAX_DIST = 240,
+ JUMBO_ENGINE_SOUND_MAX_DIST = 180,
+ JUMBO_WHINE_SOUND_MAX_DIST = 170,
+
+ PED_HEADPHONES_MAX_DIST = 7,
+ PED_HEADPHONES_VOLUME = 42,
+ PED_HEADPHONES_IN_CAR_VOLUME = 10,
+
+ PED_ONE_SHOT_STEP_MAX_DIST = 20,
+ PED_ONE_SHOT_STEP_VOLUME = 45,
+
+ PED_ONE_SHOT_FALL_MAX_DIST = 30,
+ PED_ONE_SHOT_FALL_VOLUME = 80,
+
+ PED_ONE_SHOT_PUNCH_MAX_DIST = 30,
+ PED_ONE_SHOT_PUNCH_VOLUME = 100,
+
+ PED_ONE_SHOT_WEAPON_COLT45_MAX_DIST = 50,
+ PED_ONE_SHOT_WEAPON_COLT45_VOLUME = 90,
+
+ PED_ONE_SHOT_WEAPON_UZI_MAX_DIST = 80,
+ PED_ONE_SHOT_WEAPON_UZI_VOLUME = 70,
+
+ PED_ONE_SHOT_WEAPON_SHOTGUN_MAX_DIST = 60,
+ PED_ONE_SHOT_WEAPON_SHOTGUN_VOLUME = 100,
+
+ PED_ONE_SHOT_WEAPON_AK47_MAX_DIST = 80,
+ PED_ONE_SHOT_WEAPON_AK47_VOLUME = 70,
+
+ PED_ONE_SHOT_WEAPON_M16_MAX_DIST = 80,
+ PED_ONE_SHOT_WEAPON_M16_VOLUME = 70,
+
+ PED_ONE_SHOT_WEAPON_SNIPERRIFLE_MAX_DIST = 60,
+ PED_ONE_SHOT_WEAPON_SNIPERRIFLE_VOLUME = 110,
+
+ PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_MAX_DIST = 90,
+ PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_VOLUME = 80,
+
+ PED_ONE_SHOT_WEAPON_FLAMETHROWER_MAX_DIST = 60,
+ PED_ONE_SHOT_WEAPON_FLAMETHROWER_VOLUME = 90,
+
+ PED_ONE_SHOT_WEAPON_RELOAD_MAX_DIST = 30,
+ PED_ONE_SHOT_WEAPON_RELOAD_VOLUME = 75,
+
+ PED_ONE_SHOT_WEAPON_BULLET_ECHO_MAX_DIST = 80,
+ PED_ONE_SHOT_WEAPON_BULLET_ECHO_VOLUME = 40,
+
+ PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_MAX_DIST = 60,
+ PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_VOLUME = 70,
+
+ PED_ONE_SHOT_WEAPON_HIT_PED_MAX_DIST = 30,
+ PED_ONE_SHOT_WEAPON_HIT_PED_VOLUME = 90,
+
+ PED_ONE_SHOT_SPLASH_MAX_DIST = 40,
+ PED_ONE_SHOT_SPLASH_PED_VOLUME = 70,
+
+ PED_COMMENT_MAX_DIST = 50,
+ PED_COMMENT_POLICE_HELI_MAX_DIST = 400,
+
+ EXPLOSION_DEFAULT_MAX_DIST = 400,
+ EXPLOSION_MOLOTOV_MAX_DIST = 200,
+ EXPLOSION_MINE_MAX_DIST = 300,
+
+ FIRE_DEFAULT_MAX_DIST = 50,
+ FIRE_DEFAULT_VOLUME = 80,
+ FIRE_BUILDING_MAX_DIST = 50,
+ FIRE_BUILDING_VOLUME = 100,
+ FIRE_PED_MAX_DIST = 25,
+ FIRE_PED_VOLUME = 60,
+
+ WATER_CANNON_MAX_DIST = 30,
+ WATER_CANNON_VOLUME = 50,
+
+ SCRIPT_OBJECT_GATE_MAX_DIST = 40,
+
+ SCRIPT_OBJECT_BULLET_HIT_GROUND_MAX_DIST = 50,
+ SCRIPT_OBJECT_BULLET_HIT_GROUND_VOLUME = 90,
+
+ SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_MAX_DIST = 80,
+ SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_VOLUME = MAX_VOLUME,
+
+ SCRIPT_OBJECT_PAYPHONE_RINGING_MAX_DIST = 80,
+ SCRIPT_OBJECT_PAYPHONE_RINGING_VOLUME = 80,
+
+ SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST = 60,
+ SCRIPT_OBJECT_GLASS_BREAK_LONG_VOLUME = 70,
+ SCRIPT_OBJECT_GLASS_BREAK_SHORT_VOLUME = 60,
+
+ SCRIPT_OBJECT_GLASS_LIGHT_BREAK_MAX_DIST = 55,
+ SCRIPT_OBJECT_GLASS_LIGHT_BREAK_VOLUME = 25,
+
+ SCRIPT_OBJECT_BOX_DESTROYED_MAX_DIST = 60,
+ SCRIPT_OBJECT_BOX_DESTROYED_VOLUME = 80,
+
+ SCRIPT_OBJECT_METAL_COLLISION_VOLUME = 70,
+ SCRIPT_OBJECT_TIRE_COLLISION_VOLUME = 60,
+
+ SCRIPT_OBJECT_GUNSHELL_MAX_DIST = 20,
+ SCRIPT_OBJECT_GUNSHELL_VOLUME = 30,
+
+ SCRIPT_OBJECT_SHORT_MAX_DIST = 30,
+ SCRIPT_OBJECT_LONG_MAX_DIST = 80,
+ SCRIPT_OBJECT_DEFAULT_VOLUME = MAX_VOLUME,
+ SCRIPT_OBJECT_RESAURANT_VOLUME = 110,
+ SCRIPT_OBJECT_BANK_ALARM_VOLUME = 90,
+
+ PORN_CINEMA_SHORT_MAX_DIST = 20,
+ PORN_CINEMA_LONG_MAX_DIST = SCRIPT_OBJECT_LONG_MAX_DIST,
+ PORN_CINEMA_VOLUME = SCRIPT_OBJECT_DEFAULT_VOLUME,
+ PORN_CINEMA_MOAN_VOLUME = 90,
+
+ WORK_SHOP_MAX_DIST = 20,
+ WORK_SHOP_VOLUME = 30,
+
+ SAWMILL_VOLUME = 30,
+ SAWMILL_CUT_WOOD_VOLUME = 70,
+
+ LAUNDERETTE_VOLUME = 45,
+ LAUNDERETTE_SONG_VOLUME = 110,
+
+ SHOP_VOLUME = 30,
+ SHOP_TILL_VOLUME = 70,
+
+ AIRPORT_VOLUME = 110,
+
+ CINEMA_VOLUME = 30,
+ DOCKS_VOLUME = 40,
+ HOME_VOLUME = 40,
+ POLICE_CELL_BEATING_VOLUME = 55,
+
+ FRONTEND_VOLUME = 110,
+
+ CRANE_MAX_DIST = 80,
+ CRANE_VOLUME = 100,
+
+ PROJECTILE_ROCKET_MAX_DIST = 90,
+ PROJECTILE_ROCKET_VOLUME = MAX_VOLUME,
+
+ PROJECTILE_MOLOTOV_MAX_DIST = 30,
+ PROJECTILE_MOLOTOV_VOLUME = 50,
+
+ GARAGES_MAX_DIST = 80,
+ GARAGES_VOLUME = 90,
+ GARAGES_DOOR_VOLUME = 60,
+
+ FIRE_HYDRANT_MAX_DIST = 35,
+ FIRE_HYDRANT_VOLUME = 40,
+
+ BRIDGE_MOTOR_MAX_DIST = 400,
+ BRIDGE_MOTOR_VOLUME = MAX_VOLUME,
+ BRIDGE_MAX_DIST = BRIDGE_MOTOR_MAX_DIST + 50,
+
+ BRIDGE_WARNING_VOLUME = 100,
+
+ MISSION_AUDIO_MAX_DIST = 50,
+ MISSION_AUDIO_VOLUME = 80,
+};
+
#pragma region VEHICLE AUDIO
enum eVehicleModel {
LANDSTAL,
@@ -489,7 +766,7 @@ struct tVehicleSampleData {
uint8 m_bDoorType;
};
-const tVehicleSampleData aVehicleSettings[MAX_CARS] = {
+Const static tVehicleSampleData aVehicleSettings[MAX_CARS] = {
{SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, NEW_DOOR},
{SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 11487, SFX_CAR_ALARM_1, 9935, OLD_DOOR},
{SFX_CAR_REV_8, SFX_BANK_COBRA, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 10928, NEW_DOOR},
@@ -564,7 +841,7 @@ const tVehicleSampleData aVehicleSettings[MAX_CARS] = {
bool8 bPlayerJustEnteredCar;
-const bool8 HornPattern[8][44] = {
+Const static bool8 HornPattern[8][44] = {
{FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, FALSE, FALSE, FALSE, FALSE,
FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, FALSE, FALSE, FALSE},
{FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE,
@@ -583,30 +860,21 @@ const bool8 HornPattern[8][44] = {
FALSE, FALSE, FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, FALSE, FALSE, FALSE, FALSE},
};
-
void
cAudioManager::ProcessVehicle(CVehicle *veh)
{
- tHandlingData *handling = veh->pHandling;
- float velChange;
cVehicleParams params;
- m_sQueueSample.m_vecPos = veh->GetPosition();
+ m_sQueueSample.m_vecPos = veh->GetPosition();
params.m_bDistanceCalculated = FALSE;
params.m_pVehicle = veh;
params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
-
- if (handling != nil)
- params.m_pTransmission = &handling->Transmission;
- else
- params.m_pTransmission = nil;
-
+ params.m_pTransmission = veh->pHandling != nil ? &veh->pHandling->Transmission : nil;
params.m_nIndex = veh->GetModelIndex() - MI_FIRST_VEHICLE;
if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE)
- velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f;
+ params.m_fVelocityChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f;
else
- velChange = DotProduct(params.m_pVehicle->m_vecMoveSpeed, params.m_pVehicle->GetForward());
- params.m_fVelocityChange = velChange;
+ params.m_fVelocityChange = DotProduct(params.m_pVehicle->m_vecMoveSpeed, params.m_pVehicle->GetForward());
switch (params.m_pVehicle->m_vehType) {
case VEHICLE_TYPE_CAR:
UpdateGasPedalAudio((CAutomobile *)veh);
@@ -622,7 +890,7 @@ cAudioManager::ProcessVehicle(CVehicle *veh)
((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
break;
}
- if (CWeather::WetRoads > 0.f)
+ if (CWeather::WetRoads > 0.0f)
ProcessWetRoadNoise(params);
ProcessVehicleSkidding(params);
} else {
@@ -632,7 +900,7 @@ cAudioManager::ProcessVehicle(CVehicle *veh)
break;
}
ProcessReverseGear(params);
- if (CWeather::WetRoads > 0.f)
+ if (CWeather::WetRoads > 0.0f)
ProcessWetRoadNoise(params);
ProcessVehicleSkidding(params);
ProcessVehicleHorn(params);
@@ -676,15 +944,14 @@ cAudioManager::ProcessVehicle(CVehicle *veh)
void
cAudioManager::ProcessRainOnVehicle(cVehicleParams& params)
{
- const int rainOnVehicleIntensity = 22;
- if (params.m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
+ if (params.m_fDistance < SQR(RAIN_ON_VEHICLE_MAX_DIST) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
CVehicle *veh = params.m_pVehicle;
veh->m_bRainAudioCounter++;
if (veh->m_bRainAudioCounter >= 2) {
veh->m_bRainAudioCounter = 0;
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- float emittingVol = 30.f * CWeather::Rain;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance);
+ uint8 Vol = RAIN_ON_VEHICLE_VOLUME * CWeather::Rain;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, RAIN_ON_VEHICLE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++;
if (veh->m_bRainSamplesCounter > 4)
@@ -695,10 +962,10 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams& params)
m_sQueueSample.m_nPriority = 9;
m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000;
m_sQueueSample.m_nLoopCount = 1;
- SET_EMITTING_VOLUME((uint8)emittingVol);
+ SET_EMITTING_VOLUME(Vol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = rainOnVehicleIntensity;
+ m_sQueueSample.m_MaxDistance = RAIN_ON_VEHICLE_MAX_DIST;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_bReverb = FALSE;
SET_SOUND_REFLECTION(FALSE);
@@ -711,96 +978,94 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams& params)
bool8
cAudioManager::ProcessReverseGear(cVehicleParams& params)
{
- const int reverseGearIntensity = 30;
-
CVehicle *veh;
CAutomobile *automobile;
- int32 emittingVol;
+ uint8 Vol;
float modificator;
- if (params.m_fDistance >= SQR(reverseGearIntensity))
- return FALSE;
- veh = params.m_pVehicle;
- if (veh->bEngineOn && (veh->m_fGasPedal < 0.0f || veh->m_nCurrentGear == 0)) {
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- automobile = (CAutomobile *)params.m_pVehicle;
- if (automobile->m_nWheelsOnGround != 0) {
- modificator = params.m_fVelocityChange / params.m_pTransmission->fMaxReverseVelocity;
- } else {
- if (automobile->m_nDriveWheelsOnGround != 0)
- automobile->m_fGasPedalAudio *= 0.4f;
- modificator = automobile->m_fGasPedalAudio;
- }
- modificator = Abs(modificator);
- emittingVol = (24.f * modificator);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- if (params.m_pVehicle->m_fGasPedal >= 0.0f) {
- m_sQueueSample.m_nCounter = 62;
- m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2;
- } else {
- m_sQueueSample.m_nCounter = 61;
- m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR;
+ if (params.m_fDistance < SQR(REVERSE_GEAR_MAX_DIST)) {
+ veh = params.m_pVehicle;
+ if (veh->bEngineOn && (veh->m_fGasPedal < 0.0f || veh->m_nCurrentGear == 0)) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ automobile = (CAutomobile *)params.m_pVehicle;
+ if (automobile->m_nWheelsOnGround > 0)
+ modificator = params.m_fVelocityChange / params.m_pTransmission->fMaxReverseVelocity;
+ else {
+ if (automobile->m_nDriveWheelsOnGround > 0)
+ automobile->m_fGasPedalAudio *= 0.4f;
+ modificator = automobile->m_fGasPedalAudio;
+ }
+ modificator = ABS(modificator);
+ Vol = (REVERSE_GEAR_VOLUME * modificator);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, REVERSE_GEAR_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ if (params.m_pVehicle->m_fGasPedal < 0.0f) {
+ m_sQueueSample.m_nCounter = 61;
+ m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR;
+ } else {
+ m_sQueueSample.m_nCounter = 62;
+ m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2;
+ }
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_nFrequency = (6000 * modificator) + 7000;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 3.0f;
+ m_sQueueSample.m_MaxDistance = REVERSE_GEAR_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 5;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
}
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFrequency = (6000.f * modificator) + 7000;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- m_sQueueSample.m_MaxDistance = reverseGearIntensity;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 5;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
void
cAudioManager::ProcessModelCarEngine(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 30.0f;
CAutomobile *automobile;
float allowedVelocity;
- int32 emittingVol;
+ uint8 Vol;
float velocityChange;
- if (params.m_fDistance < SQR(SOUND_INTENSITY)) {
+ if (params.m_fDistance < SQR(MODEL_CAR_ENGINE_MAX_DIST)) {
automobile = (CAutomobile *)params.m_pVehicle;
if (automobile->bEngineOn) {
- if (automobile->m_nWheelsOnGround == 0) {
- if (automobile->m_nDriveWheelsOnGround != 0)
+ if (automobile->m_nWheelsOnGround > 0)
+ velocityChange = Abs(params.m_fVelocityChange);
+ else {
+ if (automobile->m_nDriveWheelsOnGround > 0)
automobile->m_fGasPedalAudio *= 0.4f;
velocityChange = automobile->m_fGasPedalAudio * params.m_pTransmission->fMaxVelocity;
- } else {
- velocityChange = Abs(params.m_fVelocityChange);
}
if (velocityChange > 0.001f) {
allowedVelocity = 0.5f * params.m_pTransmission->fMaxVelocity;
if (velocityChange < allowedVelocity)
- emittingVol = (90.f * velocityChange / allowedVelocity);
+ Vol = (MODEL_CAR_ENGINE_VOLUME * velocityChange / allowedVelocity);
else
- emittingVol = 90;
- if (emittingVol) {
+ Vol = MODEL_CAR_ENGINE_VOLUME;
+ if (Vol > 0) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, MODEL_CAR_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nFrequency = (11025.f * velocityChange / params.m_pTransmission->fMaxVelocity + 11025.f);
+ m_sQueueSample.m_nFrequency = (11025 * velocityChange / params.m_pTransmission->fMaxVelocity + 11025);
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = MODEL_CAR_ENGINE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_bReverb = TRUE;
@@ -816,23 +1081,19 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams& params)
bool8
cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 95.0f;
-
- int32 emittingVol;
+ uint8 Vol;
uint32 freq;
float multiplier;
int sampleFreq;
float velocity;
- if (params.m_fDistance >= SQR(SOUND_INTENSITY))
- return FALSE;
- if (params.m_pTransmission != nil) {
- if (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround != 0) {
+ if (params.m_fDistance < SQR(VEHICLE_ROAD_NOISE_MAX_DIST)) {
+ if ((params.m_pTransmission != nil) && (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround > 0)) {
velocity = Abs(params.m_fVelocityChange);
if (velocity > 0.0f) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- emittingVol = 30.f * Min(1.f, velocity / (0.5f * params.m_pTransmission->fMaxVelocity));
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ Vol = VEHICLE_ROAD_NOISE_VOLUME * Min(1.0f, velocity / (0.5f * params.m_pTransmission->fMaxVelocity));
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_ROAD_NOISE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
@@ -840,19 +1101,19 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params)
m_sQueueSample.m_nPriority = 3;
if (params.m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) {
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
- freq = 6050 * emittingVol / 30 + 16000;
+ freq = 6050 * Vol / VEHICLE_ROAD_NOISE_VOLUME + 16000;
} else {
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
- multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
+ multiplier = (m_sQueueSample.m_fDistance / VEHICLE_ROAD_NOISE_MAX_DIST) * 0.5f;
sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
- freq = (sampleFreq * multiplier) + ((3 * sampleFreq) / 4);
+ freq = (sampleFreq * multiplier) + ((3 * sampleFreq) >> 2);
}
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ROAD_NOISE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 4;
m_sQueueSample.m_bReverb = TRUE;
@@ -861,45 +1122,42 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params)
}
}
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
cAudioManager::ProcessWetRoadNoise(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 30.0f;
-
float relativeVelocity;
- int32 emittingVol;
+ uint8 Vol;
float multiplier;
int freq;
float velChange;
- if (params.m_fDistance >= SQR(SOUND_INTENSITY))
- return FALSE;
- if (params.m_pTransmission != nil) {
- if (((CAutomobile *)params.m_pVehicle)->m_nDriveWheelsOnGround != 0) {
+ if (params.m_fDistance < SQR(WET_ROAD_NOISE_MAX_DIST)) {
+ if ((params.m_pTransmission != nil) && (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround > 0)) {
velChange = Abs(params.m_fVelocityChange);
- if (velChange > 0.f) {
+ if (velChange > 0.0f) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
relativeVelocity = Min(1.0f, velChange / (0.5f * params.m_pTransmission->fMaxVelocity));
- emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ Vol = WET_ROAD_NOISE_VOLUME * relativeVelocity * CWeather::WetRoads;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, WET_ROAD_NOISE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 3;
- multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
+ multiplier = (m_sQueueSample.m_fDistance / WET_ROAD_NOISE_MAX_DIST) * 0.5f;
freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
m_sQueueSample.m_nFrequency = freq + freq * multiplier;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = WET_ROAD_NOISE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 4;
m_sQueueSample.m_bReverb = TRUE;
@@ -908,149 +1166,143 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams& params)
}
}
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
cAudioManager::ProcessVehicleEngine(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 50.0f;
-
- CVehicle *playerVeh;
- CVehicle *veh;
CAutomobile *automobile;
float relativeGearChange;
- float relativeChange;
- uint8 volume;
- int32 freq = 0; // uninitialized variable
- uint8 emittingVol;
+#ifdef FIX_BUGS
+ uint32 freq = 0; // uninitialized variable
+#else
+ uint32 freq;
+#endif
+ uint8 Vol;
cTransmission *transmission;
uint8 currentGear;
float modificator;
- float traction = 0.f;
+ float traction = 0.0f;
- if (params.m_fDistance < SQR(SOUND_INTENSITY)) {
- playerVeh = FindPlayerVehicle();
- veh = params.m_pVehicle;
- if (playerVeh == veh && veh->GetStatus() == STATUS_WRECKED) {
+ if (params.m_fDistance < SQR(VEHICLE_ENGINE_MAX_DIST)) {
+ if (FindPlayerVehicle() == params.m_pVehicle && params.m_pVehicle->GetStatus() == STATUS_WRECKED) {
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
return TRUE;
}
- if (veh->bEngineOn) {
+ if (params.m_pVehicle->bEngineOn) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
automobile = (CAutomobile *)params.m_pVehicle;
- if (params.m_nIndex == DODO) {
+ if (params.m_nIndex == DODO)
ProcessCesna(params);
- return TRUE;
- }
- if (FindPlayerVehicle() == veh) {
+ else if (FindPlayerVehicle() == automobile)
ProcessPlayersVehicleEngine(params, automobile);
- return TRUE;
- }
- transmission = params.m_pTransmission;
- if (transmission != nil) {
- currentGear = params.m_pVehicle->m_nCurrentGear;
- if (automobile->m_nWheelsOnGround != 0) {
- if (automobile->bIsHandbrakeOn) {
- if (params.m_fVelocityChange == 0.0f)
- traction = 0.9f;
- } else if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) {
- traction = 0.0f;
- } else {
- switch (transmission->nDriveType) {
- case '4':
- for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
- if (automobile->m_aWheelState[i] == WHEEL_STATE_SPINNING)
- traction += 0.05f;
+ else {
+ transmission = params.m_pTransmission;
+ if (transmission != nil) {
+ currentGear = params.m_pVehicle->m_nCurrentGear;
+ if (automobile->m_nWheelsOnGround > 0) {
+ if (automobile->bIsHandbrakeOn) {
+ if (params.m_fVelocityChange == 0.0f)
+ traction = 0.9f;
+ } else if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) {
+ traction = 0.0f;
+ } else {
+ switch (transmission->nDriveType) {
+ case '4':
+ for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
+ if (automobile->m_aWheelState[i] == WHEEL_STATE_SPINNING)
+ traction += 0.05f;
+ }
+ break;
+ case 'F':
+ if (automobile->m_aWheelState[CARWHEEL_FRONT_LEFT] == WHEEL_STATE_SPINNING)
+ traction += 0.1f;
+ if (automobile->m_aWheelState[CARWHEEL_FRONT_RIGHT] == WHEEL_STATE_SPINNING)
+ traction += 0.1f;
+ break;
+ case 'R':
+ if (automobile->m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SPINNING)
+ traction += 0.1f;
+ if (automobile->m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SPINNING)
+ traction += 0.1f;
+ break;
+ default:
+ break;
}
- break;
- case 'F':
- if (automobile->m_aWheelState[CARWHEEL_FRONT_LEFT] == WHEEL_STATE_SPINNING)
- traction += 0.1f;
- if (automobile->m_aWheelState[CARWHEEL_FRONT_RIGHT] == WHEEL_STATE_SPINNING)
- traction += 0.1f;
- break;
- case 'R':
- if (automobile->m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SPINNING)
- traction += 0.1f;
- if (automobile->m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SPINNING)
- traction += 0.1f;
- break;
}
- }
- if (transmission->fMaxVelocity <= 0.f) {
- relativeChange = 0.f;
- } else if (currentGear != 0) {
- relativeGearChange =
- Min(1.0f, (params.m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f);
- if (traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE &&
- params.m_fVelocityChange < transmission->Gears[1].fShiftUpVelocity) {
- traction = 0.7f;
+ if (transmission->fMaxVelocity > 0.0f) {
+ if (currentGear > 0) {
+ relativeGearChange =
+ Min(1.0f, (params.m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f);
+ if (traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE &&
+ params.m_fVelocityChange < transmission->Gears[1].fShiftUpVelocity) {
+ traction = 0.7f;
+ }
+ modificator = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange;
+ } else
+ modificator =
+ Min(1.0f, 1.0f - Abs((params.m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity));
}
- relativeChange = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange;
- } else
- relativeChange =
- Min(1.0f, 1.0f - Abs((params.m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity));
- } else {
- if (automobile->m_nDriveWheelsOnGround != 0)
- automobile->m_fGasPedalAudio *= 0.4f;
- relativeChange = automobile->m_fGasPedalAudio;
- }
- modificator = relativeChange;
- if (currentGear != 0 || automobile->m_nWheelsOnGround == 0)
- freq = 1200 * currentGear + 18000.f * modificator + 14000;
- else
- freq = 13000.f * modificator + 14000;
- if (modificator >= 0.75f) {
- emittingVol = 120;
- volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- } else {
- emittingVol = modificator * 4.0f / 3.0f * 40.f + 80.f;
- volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- }
- } else {
- modificator = 0.f;
- emittingVol = 80;
- volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- }
- m_sQueueSample.m_nVolume = volume;
- if (m_sQueueSample.m_nVolume > 0) {
- if (automobile->GetStatus() == STATUS_SIMPLE) {
- if (modificator < 0.02f) {
- m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1;
- freq = modificator * 10000 + 22050;
- m_sQueueSample.m_nCounter = 52;
+ else
+ modificator = 0.0f;
} else {
- m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex;
- m_sQueueSample.m_nCounter = 2;
+ if (automobile->m_nDriveWheelsOnGround > 0)
+ automobile->m_fGasPedalAudio *= 0.4f;
+ modificator = automobile->m_fGasPedalAudio;
}
+ if (currentGear == 0 && automobile->m_nWheelsOnGround > 0)
+ freq = 13000 * modificator + 14000;
+ else
+ freq = 1200 * currentGear + 18000 * modificator + 14000;
+ if (modificator < 0.75f)
+ Vol = modificator / 0.75f * (VEHICLE_ENGINE_FULL_VOLUME-VEHICLE_ENGINE_BASE_VOLUME) + VEHICLE_ENGINE_BASE_VOLUME;
+ else
+ Vol = VEHICLE_ENGINE_FULL_VOLUME;
} else {
- if (automobile->m_fGasPedal < 0.05f) {
- m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1;
- freq = modificator * 10000 + 22050;
- m_sQueueSample.m_nCounter = 52;
+ modificator = 0.0f;
+ Vol = VEHICLE_ENGINE_BASE_VOLUME;
+ }
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ if (automobile->GetStatus() == STATUS_SIMPLE) {
+ if (modificator < 0.02f) {
+ m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1;
+ freq = modificator * 10000 + 22050;
+ m_sQueueSample.m_nCounter = 52;
+ } else {
+ m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex;
+ m_sQueueSample.m_nCounter = 2;
+ }
} else {
- m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex;
- m_sQueueSample.m_nCounter = 2;
+ if (automobile->m_fGasPedal < 0.05f) {
+ m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1;
+ freq = modificator * 10000 + 22050;
+ m_sQueueSample.m_nCounter = 52;
+ } else {
+ m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex;
+ m_sQueueSample.m_nCounter = 2;
+ }
}
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
+ if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
+ m_sQueueSample.m_nFrequency >>= 1;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 6.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ENGINE_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 8;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
}
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
- if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
- m_sQueueSample.m_nFrequency /= 2;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 6.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 8;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
}
}
return TRUE;
@@ -1084,9 +1336,9 @@ cAudioManager::PlayerJustLeftCar(void)
}
void
-cAudioManager::AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping)
+cAudioManager::AddPlayerCarSample(uint8 Vol, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 bLooping)
{
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_nSampleIndex = sample;
@@ -1098,16 +1350,15 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 samp
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 0;
m_sQueueSample.m_nFrequency = freq;
- if (notLooping) {
+ if (bLooping) {
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nFramesToPlay = 8;
- } else {
+ } else
m_sQueueSample.m_nLoopCount = 1;
- }
- SET_EMITTING_VOLUME(emittingVolume);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
- m_sQueueSample.m_MaxDistance = 50.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ENGINE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -1120,24 +1371,26 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
{
static uint8 nAccel = 0;
- //((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus();
+#ifdef THIS_IS_STUPID
+ ((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus();
+#endif
if (FindPlayerVehicle() == params.m_pVehicle) {
if (params.m_nIndex == DODO) {
- if (Pads[0].GetAccelerate() <= 0) {
+ if (Pads[0].GetAccelerate() > 0) {
+ if (nAccel < 60)
+ nAccel++;
+ } else
if (nAccel > 0)
nAccel--;
- } else if (nAccel < 60) {
- nAccel++;
- }
- AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE);
- AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, TRUE);
+ AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE);
+ AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, TRUE);
}
} else if (params.m_nIndex == DODO) {
- AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE);
- } else if (params.m_fDistance < SQR(200)) {
+ AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME + 20, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE);
+ } else if (params.m_fDistance < SQR(CESNA_IDLE_MAX_DIST)) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(CESNA_VOLUME, CESNA_IDLE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 52;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE;
@@ -1147,17 +1400,17 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
m_sQueueSample.m_nFrequency = 12500;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nFramesToPlay = 8;
- SET_EMITTING_VOLUME(80);
+ SET_EMITTING_VOLUME(CESNA_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
- m_sQueueSample.m_MaxDistance = 200.0f;
+ m_sQueueSample.m_MaxDistance = CESNA_IDLE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
- if (params.m_fDistance < SQR(90)) {
- m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance);
+ if (params.m_fDistance < SQR(CESNA_REV_MAX_DIST)) {
+ m_sQueueSample.m_nVolume = ComputeVolume(CESNA_VOLUME, CESNA_REV_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV;
@@ -1167,10 +1420,10 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
m_sQueueSample.m_nFrequency = 25000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nFramesToPlay = 4;
- SET_EMITTING_VOLUME(80);
+ SET_EMITTING_VOLUME(CESNA_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
- m_sQueueSample.m_MaxDistance = 90.0f;
+ m_sQueueSample.m_MaxDistance = CESNA_REV_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -1186,7 +1439,6 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
static int32 GearFreqAdj[] = {6000, 6000, 3400, 1200, 0, -1000};
cTransmission *transmission;
- float velocityChange;
float relativeVelocityChange;
float accelerationMultipler;
uint8 wheelInUseCounter;
@@ -1196,12 +1448,10 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
int32 freq;
int freqModifier;
- int soundOffset;
+ uint32 soundOffset;
uint8 engineSoundType;
int16 accelerateState;
bool8 channelUsed;
- bool8 lostTraction;
- bool8 processedAccelSampleStopped;
uint8 currentGear;
float gasPedalAudio;
CVector pos;
@@ -1215,8 +1465,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
static uint32 nCruising = 0;
static bool8 bAccelSampleStopped = TRUE;
- lostTraction = FALSE;
- processedAccelSampleStopped = FALSE;
+ bool8 lostTraction = FALSE;
+ bool8 processedAccelSampleStopped = FALSE;
if (bPlayerJustEnteredCar) {
bAccelSampleStopped = TRUE;
bPlayerJustEnteredCar = FALSE;
@@ -1232,15 +1482,14 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
#else
if (CReplay::IsPlayingBack())
#endif
- accelerateState = 255.f * Clamp(automobile->m_fGasPedal, 0.0f, 1.0f);
+ accelerateState = 255 * Clamp(automobile->m_fGasPedal, 0.0f, 1.0f);
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;
- relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity;
+ relativeVelocityChange = 2.0f * params.m_fVelocityChange / transmission->fMaxVelocity;
accelerationMultipler = Clamp(relativeVelocityChange, 0.0f, 1.0f);
gasPedalAudio = accelerationMultipler;
@@ -1266,14 +1515,16 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
if ((automobile->m_aWheelState[CARWHEEL_REAR_LEFT] != WHEEL_STATE_NORMAL) || (automobile->m_aWheelState[CARWHEEL_REAR_RIGHT] != WHEEL_STATE_NORMAL))
lostTraction = TRUE;
break;
+ default:
+ break;
}
- if (velocityChange != 0.0f) {
- time = params.m_pVehicle->m_vecMoveSpeed.z / velocityChange;
+ if (params.m_fVelocityChange != 0.0f) {
+ time = params.m_pVehicle->m_vecMoveSpeed.z / params.m_fVelocityChange;
if (time > 0.0f)
- freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f);
+ freqModifier = -(Min(0.2f, time) * 3000 * 5);
else
- freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f);
+ freqModifier = -(Max(-0.2f, time) * 3000 * 5);
if (slowingDown)
freqModifier = -freqModifier;
} else
@@ -1281,7 +1532,110 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
engineSoundType = aVehicleSettings[params.m_nIndex].m_nBank;
soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET);
- if (accelerateState <= 0) {
+ if (accelerateState > 0) {
+ if (nCruising > 0) {
+PlayCruising:
+ bAccelSampleStopped = TRUE;
+ if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction ||
+ currentGear < params.m_pTransmission->nNumberOfGears - 1) {
+ nCruising = 0;
+ } else {
+ if (accelerateState < 220 || params.m_fVelocityChange + 0.001f < automobile->m_fVelocityChangeForAudio) {
+ if (nCruising > 3)
+ nCruising--;
+ } else
+ if (nCruising < 800)
+ nCruising++;
+ freq = 27 * nCruising + freqModifier + 22050;
+ if (engineSoundType == SFX_BANK_TRUCK)
+ freq >>= 1;
+ AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, TRUE);
+ }
+ } else {
+ if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction ||
+ currentGear < 2 && params.m_fVelocityChange - automobile->m_fVelocityChangeForAudio < 0.01f) { // here could be used abs
+ if (automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction) {
+ if (automobile->m_nWheelsOnGround == 0 && automobile->m_nDriveWheelsOnGround > 0 ||
+ (automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame || lostTraction && !bLostTractionLastFrame) && automobile->m_nWheelsOnGround > 0)
+ automobile->m_fGasPedalAudio *= 0.6f;
+ freqModifier = 0;
+ baseFreq = (15000 * automobile->m_fGasPedalAudio) + 14000;
+ vol = (25 * automobile->m_fGasPedalAudio) + 60;
+ } else {
+ baseFreq = (8000 * accelerationMultipler) + 16000;
+ vol = (25 * accelerationMultipler) + 60;
+ automobile->m_fGasPedalAudio = accelerationMultipler;
+ }
+ freq = freqModifier + baseFreq;
+ if (engineSoundType == SFX_BANK_TRUCK)
+ freq >>= 1;
+ if (channelUsed) {
+ SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
+ bAccelSampleStopped = TRUE;
+ }
+ AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_REV_1), SFX_BANK_0, 2, TRUE);
+ } else {
+ TranslateEntity(&m_sQueueSample.m_vecPos, &pos);
+#ifndef EXTERNAL_3D_SOUND
+ m_sQueueSample.m_nPan = ComputePan(m_sQueueSample.m_fDistance, &pos);
+#endif
+ if (bAccelSampleStopped) {
+ if (CurrentPretendGear != 1 || currentGear != 2)
+ CurrentPretendGear = Max(1, currentGear - 1);
+ processedAccelSampleStopped = TRUE;
+ bAccelSampleStopped = FALSE;
+ }
+
+ if (!channelUsed) {
+ if (!processedAccelSampleStopped) {
+ if (CurrentPretendGear < params.m_pTransmission->nNumberOfGears - 1)
+ CurrentPretendGear++;
+ else {
+ nCruising = 1;
+ goto PlayCruising;
+ }
+ }
+
+#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;
+#endif
+ SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
+#ifndef GTA_PS2
+ SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
+#endif
+ }
+
+#ifdef EXTERNAL_3D_SOUND
+ SampleManager.SetChannelEmittingVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, PLAYER_VEHICLE_ENGINE_VOLUME);
+ SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z);
+ SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, VEHICLE_ENGINE_MAX_DIST, VEHICLE_ENGINE_MAX_DIST / 4.0f);
+#else
+
+ SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(PLAYER_VEHICLE_ENGINE_VOLUME, VEHICLE_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance));
+ SampleManager.SetChannelPan(CHANNEL_PLAYER_VEHICLE_ENGINE, m_sQueueSample.m_nPan);
+#endif
+ freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
+ if (engineSoundType == SFX_BANK_TRUCK)
+ freq >>= 1;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq * CTimer::GetTimeScale());
+#else
+ SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
+#endif
+ 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);
+ }
+ }
+ }
+ } else {
if (slowingDown) {
if (channelUsed) {
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
@@ -1306,120 +1660,19 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
gasPedalAudio = automobile->m_fGasPedalAudio;
}
if (gasPedalAudio > 0.05f) {
- freq = (5000.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 19000;
+ freq = (5000 * (gasPedalAudio - 0.05f) / 0.95f) + 19000;
if (engineSoundType == SFX_BANK_TRUCK)
freq >>= 1;
- AddPlayerCarSample((25.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63,
+ AddPlayerCarSample((25 * (gasPedalAudio - 0.05f) / 0.95f) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63,
FALSE);
}
}
- freq = (10000.f * gasPedalAudio) + 22050;
+ freq = (10000 * gasPedalAudio) + 22050;
if (engineSoundType == SFX_BANK_TRUCK)
freq >>= 1;
- AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1), SFX_BANK_0, 52, TRUE);
+ AddPlayerCarSample(110 - (40 * gasPedalAudio), freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1), SFX_BANK_0, 52, TRUE);
CurrentPretendGear = Max(1, currentGear);
- } else if (nCruising > 0) {
-PlayCruising:
- bAccelSampleStopped = TRUE;
- if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction ||
- currentGear < params.m_pTransmission->nNumberOfGears - 1) {
- nCruising = 0;
- } else {
- if (accelerateState >= 220 && params.m_fVelocityChange + 0.001f < automobile->m_fVelocityChangeForAudio) {
- if (nCruising < 800)
- nCruising++;
- } else if (nCruising > 3)
- nCruising--;
- freq = 27 * nCruising + freqModifier + 22050;
- if (engineSoundType == SFX_BANK_TRUCK)
- freq >>= 1;
- AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, TRUE);
- }
- } else {
- if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction ||
- currentGear < 2 && velocityChange - automobile->m_fVelocityChangeForAudio < 0.01f) { // here could be used abs
- if (automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction) {
- if (automobile->m_nWheelsOnGround == 0 && automobile->m_nDriveWheelsOnGround != 0 ||
- (automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame || lostTraction && !bLostTractionLastFrame) && automobile->m_nWheelsOnGround != 0) {
- automobile->m_fGasPedalAudio *= 0.6f;
- }
- freqModifier = 0;
- baseFreq = (15000 * automobile->m_fGasPedalAudio) + 14000;
- vol = (25.0f * automobile->m_fGasPedalAudio) + 60;
- } else {
- baseFreq = (8000 * accelerationMultipler) + 16000;
- vol = (25.0f * accelerationMultipler) + 60;
- automobile->m_fGasPedalAudio = accelerationMultipler;
- }
- freq = freqModifier + baseFreq;
- if (engineSoundType == SFX_BANK_TRUCK)
- freq >>= 1;
- if (channelUsed) {
- SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
- bAccelSampleStopped = TRUE;
- }
- AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_REV_1), SFX_BANK_0, 2, TRUE);
- } else {
- TranslateEntity(&m_sQueueSample.m_vecPos, &pos);
-#ifndef EXTERNAL_3D_SOUND
- m_sQueueSample.m_nPan = ComputePan(m_sQueueSample.m_fDistance, &pos);
-#endif
- if (bAccelSampleStopped) {
- if (CurrentPretendGear != 1 || currentGear != 2)
- CurrentPretendGear = Max(1, currentGear - 1);
- processedAccelSampleStopped = TRUE;
- bAccelSampleStopped = FALSE;
- }
-
- if (!channelUsed) {
- if (!processedAccelSampleStopped) {
- if (CurrentPretendGear < params.m_pTransmission->nNumberOfGears - 1)
- CurrentPretendGear++;
- else {
- nCruising = 1;
- goto PlayCruising;
- }
- }
-
-#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;
-#endif
- SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
-#ifndef GTA_PS2
- SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
-#endif
- }
-
-#ifdef EXTERNAL_3D_SOUND
- SampleManager.SetChannelEmittingVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, 85);
- SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z);
- SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f);
-#else
-
- SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(85, 50.0f, m_sQueueSample.m_fDistance));
- SampleManager.SetChannelPan(CHANNEL_PLAYER_VEHICLE_ENGINE, m_sQueueSample.m_nPan);
-#endif
- freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
- if (engineSoundType == SFX_BANK_TRUCK)
- freq >>= 1;
-#ifdef USE_TIME_SCALE_FOR_AUDIO
- SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq * CTimer::GetTimeScale());
-#else
- SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
-#endif
- 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);
- }
- }
}
LastAccel = accelerateState;
@@ -1430,91 +1683,90 @@ PlayCruising:
bool8
cAudioManager::ProcessVehicleSkidding(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 40.0f;
-
CAutomobile *automobile;
cTransmission *transmission;
- int32 emittingVol;
+ uint8 Vol;
float newSkidVal = 0.0f;
float skidVal = 0.0f;
- if (params.m_fDistance >= SQR(SOUND_INTENSITY))
- return FALSE;
- automobile = (CAutomobile *)params.m_pVehicle;
- if (automobile->m_nWheelsOnGround == 0)
- return TRUE;
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
- if (automobile->m_aWheelState[i] == WHEEL_STATE_NORMAL || automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING)
- continue;
- transmission = params.m_pTransmission;
- switch (transmission->nDriveType) {
- case '4':
- newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
- break;
- case 'F':
- if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
- newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
- else
- newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
- break;
- case 'R':
- if (i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT)
- newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
- else
- newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
- break;
- default:
- break;
- }
- skidVal = Max(skidVal, newSkidVal);
- }
+ if (params.m_fDistance < SQR(VEHICLE_SKIDDING_MAX_DIST)) {
+ automobile = (CAutomobile *)params.m_pVehicle;
+ if (automobile->m_nWheelsOnGround > 0) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
+ if (automobile->m_aWheelState[i] == WHEEL_STATE_NORMAL || automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING)
+ continue;
+ transmission = params.m_pTransmission;
+ switch (transmission->nDriveType) {
+ case '4':
+ newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
+ break;
+ case 'F':
+ if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
+ newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
+ else
+ newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
+ break;
+ case 'R':
+ if (i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT)
+ newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
+ else
+ newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange);
+ break;
+ default:
+ break;
+ }
+ skidVal = Max(skidVal, newSkidVal);
+ }
- if (skidVal > 0.0f) {
- emittingVol = 50.f * skidVal;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 3;
- switch (params.m_pVehicle->m_nSurfaceTouched) {
- case SURFACE_GRASS:
- case SURFACE_HEDGE:
- m_sQueueSample.m_nSampleIndex = SFX_RAIN;
- emittingVol /= 4;
- m_sQueueSample.m_nFrequency = 13000.f * skidVal + 35000.f;
- m_sQueueSample.m_nVolume /= 4;
- if (m_sQueueSample.m_nVolume == 0)
- return TRUE;
- break;
- case SURFACE_GRAVEL:
- case SURFACE_MUD_DRY:
- case SURFACE_SAND:
- case SURFACE_WATER:
- m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
- m_sQueueSample.m_nFrequency = 6000.f * skidVal + 10000.f;
- break;
+ if (skidVal > 0.0f) {
+ Vol = VEHICLE_SKIDDING_VOLUME * skidVal;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_SKIDDING_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 3;
+ switch (params.m_pVehicle->m_nSurfaceTouched) {
+ case SURFACE_GRASS:
+ case SURFACE_HEDGE:
+ m_sQueueSample.m_nSampleIndex = SFX_RAIN;
+ Vol >>= 2;
+ m_sQueueSample.m_nFrequency = 13000 * skidVal + 35000;
+ m_sQueueSample.m_nVolume >>= 2;
+ if (m_sQueueSample.m_nVolume == 0)
+ return TRUE;
+ break;
+ case SURFACE_GRAVEL:
+ case SURFACE_MUD_DRY:
+ case SURFACE_SAND:
+ case SURFACE_WATER:
+ m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
+ m_sQueueSample.m_nFrequency = 6000 * skidVal + 10000;
+ break;
- default:
- m_sQueueSample.m_nSampleIndex = SFX_SKID;
- m_sQueueSample.m_nFrequency = 5000.f * skidVal + 11000.f;
- break;
- }
+ default:
+ m_sQueueSample.m_nSampleIndex = SFX_SKID;
+ m_sQueueSample.m_nFrequency = 5000 * skidVal + 11000;
+ break;
+ }
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 8;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 8;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 3.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_SKIDDING_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ }
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
float
@@ -1529,7 +1781,7 @@ cAudioManager::GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobil
{
case WHEEL_STATE_SPINNING:
if (gasPedalAudio > 0.4f)
- relativeVelChange = (gasPedalAudio - 0.4f) * (5.0f / 3.0f) / (4.0f / 3.0f);
+ relativeVelChange = (gasPedalAudio - 0.4f) * (5.0f / 3.0f) * 0.75f;
break;
case WHEEL_STATE_SKIDDING:
relativeVelChange = Min(1.0f, Abs(velocityChange) / transmission->fMaxVelocity);
@@ -1564,48 +1816,49 @@ cAudioManager::GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automo
return Max(relativeVelChange, Min(1.0f, Abs(automobile->m_vecTurnSpeed.z) * 20.0f));
}
-void
+bool8
cAudioManager::ProcessVehicleHorn(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 40.0f;
+ if (params.m_fDistance < SQR(VEHICLE_HORN_MAX_DIST)) {
+ if (params.m_pVehicle->m_bSirenOrAlarm && UsesSirenSwitching(params.m_nIndex))
+ return TRUE;
- CAutomobile *automobile;
+ if (params.m_pVehicle->GetModelIndex() == MI_MRWHOOP)
+ return TRUE;
- if (params.m_fDistance < SQR(SOUND_INTENSITY)) {
- automobile = (CAutomobile *)params.m_pVehicle;
- if ((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params.m_nIndex)) && automobile->GetModelIndex() != MI_MRWHOOP) {
- if (automobile->m_nCarHornTimer) {
- if (params.m_pVehicle->GetStatus() != STATUS_PLAYER) {
- automobile->m_nCarHornTimer = Min(44, automobile->m_nCarHornTimer);
- if (automobile->m_nCarHornTimer == 44)
- automobile->m_nCarHornPattern = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7;
- if (!HornPattern[automobile->m_nCarHornPattern][44 - automobile->m_nCarHornTimer])
- return;
- }
+ if (params.m_pVehicle->m_nCarHornTimer > 0) {
+ if (params.m_pVehicle->GetStatus() != STATUS_PLAYER) {
+ params.m_pVehicle->m_nCarHornTimer = Min(44, params.m_pVehicle->m_nCarHornTimer);
+ if (params.m_pVehicle->m_nCarHornTimer == 44)
+ params.m_pVehicle->m_nCarHornPattern = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7;
+ if (!HornPattern[params.m_pVehicle->m_nCarHornPattern][44 - params.m_pVehicle->m_nCarHornTimer])
+ return TRUE;
+ }
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 4;
- m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nHornSample;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(80);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 5.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
- }
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(VEHICLE_HORN_VOLUME, VEHICLE_HORN_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 4;
+ m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nHornSample;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(VEHICLE_HORN_VOLUME);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 5.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_HORN_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
}
}
+ return TRUE;
}
+ return FALSE;
}
bool8
@@ -1641,53 +1894,49 @@ cAudioManager::UsesSirenSwitching(uint32 model)
bool8
cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 110.0f;
-
- if (params.m_fDistance < SQR(SOUND_INTENSITY)) {
+ if (params.m_fDistance < SQR(VEHICLE_SIREN_MAX_DIST)) {
CVehicle *veh = params.m_pVehicle;
- if (veh->m_bSirenOrAlarm == FALSE && !veh->IsAlarmOn())
- return TRUE;
-
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 5;
- if (UsesSiren(params.m_nIndex)) {
- if (params.m_pVehicle->GetStatus() == STATUS_ABANDONED)
- return TRUE;
- if (veh->m_nCarHornTimer && params.m_nIndex != FIRETRUK) {
- m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST;
- if (params.m_nIndex == FBICAR)
- m_sQueueSample.m_nFrequency = 16113;
- else
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SIREN_FAST);
- m_sQueueSample.m_nCounter = 60;
+ if (veh->m_bSirenOrAlarm || veh->IsAlarmOn()) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(VEHICLE_SIREN_VOLUME, VEHICLE_SIREN_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 5;
+ if (UsesSiren(params.m_nIndex)) {
+ if (params.m_pVehicle->GetStatus() == STATUS_ABANDONED)
+ return TRUE;
+ if (veh->m_nCarHornTimer > 0 && params.m_nIndex != FIRETRUK) {
+ m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST;
+ if (params.m_nIndex == FBICAR)
+ m_sQueueSample.m_nFrequency = 16113;
+ else
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SIREN_FAST);
+ m_sQueueSample.m_nCounter = 60;
+ } else {
+ m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample;
+ m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency;
+ }
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample;
m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency;
}
- } else {
- m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample;
- m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(VEHICLE_SIREN_VOLUME);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 7.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_SIREN_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 5;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
}
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(80);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 7.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 5;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
- return TRUE;
- } else
- return TRUE;
- } else
- return FALSE;
+ }
+ return TRUE;
+ }
+ return FALSE;
}
bool8
@@ -1699,124 +1948,116 @@ cAudioManager::UsesReverseWarning(uint32 model)
bool8
cAudioManager::ProcessVehicleReverseWarning(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 50.0f;
-
CVehicle *veh = params.m_pVehicle;
- if (params.m_fDistance >= SQR(SOUND_INTENSITY))
- return FALSE;
-
- if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) {
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 12;
- m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(60);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (params.m_fDistance < SQR(VEHICLE_REVERSE_WARNING_MAX_DIST)) {
+ if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(VEHICLE_REVERSE_WARNING_VOLUME, VEHICLE_REVERSE_WARNING_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 12;
+ m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex % 1024) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(VEHICLE_REVERSE_WARNING_VOLUME);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 3.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_REVERSE_WARNING_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
cAudioManager::ProcessVehicleDoors(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 40.0f;
-
CAutomobile *automobile;
int8 doorState;
- int32 emittingVol;
+ uint8 Vol;
float velocity;
- if (params.m_fDistance >= SQR(SOUND_INTENSITY))
- return FALSE;
-
- automobile = (CAutomobile *)params.m_pVehicle;
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- for (uint8 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) {
- if (automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) {
- doorState = automobile->Doors[i].m_nDoorState;
- if (doorState == DOORST_OPEN || doorState == DOORST_CLOSED) {
- velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel));
- if (velocity > 0.0035f) {
- emittingVol = (100.f * velocity * 10.f / 3.f);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = i + 6;
- m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000);
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 10;
- m_sQueueSample.m_nLoopCount = 1;
- SET_EMITTING_VOLUME(emittingVol);
- RESET_LOOP_OFFSETS
- m_sQueueSample.m_fSpeedMultiplier = 1.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = TRUE;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(TRUE);
- AddSampleToRequestedQueue();
+ if (params.m_fDistance < SQR(VEHICLE_DOORS_MAX_DIST)) {
+ automobile = (CAutomobile *)params.m_pVehicle;
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ for (uint8 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) {
+ if (automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) {
+ doorState = automobile->Doors[i].m_nDoorState;
+ if (doorState == DOORST_OPEN || doorState == DOORST_CLOSED) {
+ velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel));
+ if (velocity > 0.0035f) {
+ Vol = (VEHICLE_DOORS_VOLUME * velocity / 0.3f);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_DOORS_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = i + 6;
+ m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000);
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 10;
+ m_sQueueSample.m_nLoopCount = 1;
+ SET_EMITTING_VOLUME(Vol);
+ RESET_LOOP_OFFSETS
+ m_sQueueSample.m_fSpeedMultiplier = 1.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_DOORS_MAX_DIST;
+ m_sQueueSample.m_bStatic = TRUE;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(TRUE);
+ AddSampleToRequestedQueue();
+ }
}
}
}
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
cAudioManager::ProcessAirBrakes(cVehicleParams& params)
{
CAutomobile *automobile;
- uint8 rand;
-
- if (params.m_fDistance > SQR(30))
- return FALSE;
- automobile = (CAutomobile *)params.m_pVehicle;
- if (!automobile->bEngineOn)
- return TRUE;
+ uint8 Vol;
- if ((automobile->m_fVelocityChangeForAudio < 0.025f || params.m_fVelocityChange >= 0.025f) &&
- (automobile->m_fVelocityChangeForAudio > -0.025f || params.m_fVelocityChange <= 0.025f))
+ if (params.m_fDistance < SQR(AIR_BRAKES_MAX_DIST)) {
+ automobile = (CAutomobile *)params.m_pVehicle;
+ if (automobile->bEngineOn && (automobile->m_fVelocityChangeForAudio >= 0.025f && params.m_fVelocityChange < 0.025f ||
+ automobile->m_fVelocityChangeForAudio <= -0.025f && params.m_fVelocityChange > 0.025f)) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ Vol = m_anRandomTable[0] % 10 + AIR_BRAKES_VOLUME;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, AIR_BRAKES_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 13;
+ m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 10;
+ m_sQueueSample.m_nLoopCount = 1;
+ SET_EMITTING_VOLUME(Vol);
+ RESET_LOOP_OFFSETS
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = AIR_BRAKES_MAX_DIST;
+ m_sQueueSample.m_bStatic = TRUE;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ }
return TRUE;
-
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- rand = m_anRandomTable[0] % 10 + 70;
- m_sQueueSample.m_nVolume = ComputeVolume(rand, 30.0f, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 13;
- m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 10;
- m_sQueueSample.m_nLoopCount = 1;
- SET_EMITTING_VOLUME(rand);
- RESET_LOOP_OFFSETS
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 30.0f;
- m_sQueueSample.m_bStatic = TRUE;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
}
-
- return TRUE;
+ return FALSE;
}
bool8
@@ -1828,49 +2069,48 @@ cAudioManager::HasAirBrakes(uint32 model)
bool8
cAudioManager::ProcessEngineDamage(cVehicleParams& params)
{
- const int engineDamageIntensity = 40;
-
CAutomobile *veh;
uint8 engineStatus;
- uint8 emittingVolume;
+ uint8 Vol;
- if (params.m_fDistance >= SQR(engineDamageIntensity))
- return FALSE;
- veh = (CAutomobile *)params.m_pVehicle;
- if (veh->bEngineOn) {
- engineStatus = veh->Damage.GetEngineStatus();
- if (engineStatus > 250 || engineStatus < 100)
- return TRUE;
- if (engineStatus < 225) {
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
- emittingVolume = 6;
- m_sQueueSample.m_nPriority = 7;
- m_sQueueSample.m_nFrequency = 40000;
- } else {
- emittingVolume = 60;
- m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
- m_sQueueSample.m_nPriority = 7;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
- }
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, engineDamageIntensity, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 28;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVolume);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = engineDamageIntensity;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (params.m_fDistance < SQR(ENGINE_DAMAGE_MAX_DIST)) {
+ veh = (CAutomobile *)params.m_pVehicle;
+ if (veh->bEngineOn) {
+ engineStatus = veh->Damage.GetEngineStatus();
+ if (engineStatus > 250 || engineStatus < 100)
+ return TRUE;
+ if (engineStatus >= 225) {
+ Vol = ENGINE_DAMAGE_ON_FIRE_VOLUME;
+ m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
+ m_sQueueSample.m_nPriority = 7;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
+ } else {
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
+ Vol = ENGINE_DAMAGE_VOLUME;
+ m_sQueueSample.m_nPriority = 7;
+ m_sQueueSample.m_nFrequency = 40000;
+ }
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, ENGINE_DAMAGE_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 28;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ m_sQueueSample.m_MaxDistance = ENGINE_DAMAGE_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
@@ -1878,113 +2118,118 @@ cAudioManager::ProcessCarBombTick(cVehicleParams& params)
{
CAutomobile *automobile;
- if (params.m_fDistance >= SQR(40.f))
- return FALSE;
- automobile = (CAutomobile *)params.m_pVehicle;
- if (automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) {
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(60, 40.f, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 35;
- m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 0;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(60);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = 40.0f;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (params.m_fDistance < SQR(CAR_BOMB_TICK_MAX_DIST)) {
+ automobile = (CAutomobile *)params.m_pVehicle;
+ if (automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(CAR_BOMB_TICK_VOLUME, CAR_BOMB_TICK_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 35;
+ m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 0;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(CAR_BOMB_TICK_VOLUME);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ m_sQueueSample.m_MaxDistance = CAR_BOMB_TICK_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
void
cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
{
int16 event;
- uint8 emittingVol;
- float relVol;
- float vol;
- bool8 noReflections;
+ uint8 Vol;
+ float eventRelVol;
+ float eventVol;
+ bool8 bLoop;
float maxDist;
static uint8 WaveIndex = 41;
static uint8 GunIndex = 53;
- static uint8 iWheelIndex = 82;
- static uint8 CrunchOffset = 0;
for (uint16 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
- noReflections = FALSE;
+ bLoop = FALSE;
SET_SOUND_REFLECTION(FALSE);
event = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch (event) {
- case SOUND_CAR_DOOR_CLOSE_BONNET:
- case SOUND_CAR_DOOR_CLOSE_BUMPER:
- case SOUND_CAR_DOOR_CLOSE_FRONT_LEFT:
- case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT:
- case SOUND_CAR_DOOR_CLOSE_BACK_LEFT:
- case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT: {
- const float SOUND_INTENSITY = 50.0f;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[2] % 5 + 122;
+ case SOUND_CAR_WINDSHIELD_CRACK:
+ maxDist = SQR(VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST);
+ m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 68;
+ Vol = m_anRandomTable[1] % 30 + VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
+ m_sQueueSample.m_nPriority = 5;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST;
+ break;
+ case SOUND_CAR_DOOR_OPEN_BONNET:
+ case SOUND_CAR_DOOR_OPEN_BUMPER:
+ case SOUND_CAR_DOOR_OPEN_FRONT_LEFT:
+ case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT:
+ case SOUND_CAR_DOOR_OPEN_BACK_LEFT:
+ case SOUND_CAR_DOOR_OPEN_BACK_RIGHT:
+ maxDist = SQR(VEHICLE_ONE_SHOT_DOOR_MAX_DIST);
+ Vol = m_anRandomTable[1] % (MAX_VOLUME - VEHICLE_ONE_SHOT_DOOR_CLOSE_VOLUME) + VEHICLE_ONE_SHOT_DOOR_CLOSE_VOLUME;
switch (aVehicleSettings[params.m_nIndex].m_bDoorType) {
case OLD_DOOR:
- m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE;
+ m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN;
break;
case NEW_DOOR:
- m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
+ default:
+ m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
break;
case TRUCK_DOOR:
- m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE;
+ m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN;
break;
case BUS_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
- default:
- m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
- break;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
#ifdef THIS_IS_STUPID
- m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
+ m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
#else
- m_sQueueSample.m_nCounter = event + 22;
+ m_sQueueSample.m_nCounter = event + 10;
#endif
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_DOOR_MAX_DIST;
SET_SOUND_REFLECTION(TRUE);
break;
- }
- case SOUND_CAR_DOOR_OPEN_BONNET:
- case SOUND_CAR_DOOR_OPEN_BUMPER:
- case SOUND_CAR_DOOR_OPEN_FRONT_LEFT:
- case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT:
- case SOUND_CAR_DOOR_OPEN_BACK_LEFT:
- case SOUND_CAR_DOOR_OPEN_BACK_RIGHT: {
- const float SOUND_INTENSITY = 50.0f;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[1] % 10 + 117;
+ case SOUND_CAR_DOOR_CLOSE_BONNET:
+ case SOUND_CAR_DOOR_CLOSE_BUMPER:
+ case SOUND_CAR_DOOR_CLOSE_FRONT_LEFT:
+ case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT:
+ case SOUND_CAR_DOOR_CLOSE_BACK_LEFT:
+ case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT:
+ maxDist = SQR(VEHICLE_ONE_SHOT_DOOR_MAX_DIST);
+ Vol = m_anRandomTable[2] % (MAX_VOLUME - VEHICLE_ONE_SHOT_DOOR_OPEN_VOLUME) + VEHICLE_ONE_SHOT_DOOR_OPEN_VOLUME;
switch (aVehicleSettings[params.m_nIndex].m_bDoorType) {
case OLD_DOOR:
- m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN;
+ m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE;
break;
case NEW_DOOR:
default:
- m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
+ m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
break;
case TRUCK_DOOR:
- m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN;
+ m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE;
break;
case BUS_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
@@ -1992,81 +2237,93 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
#ifdef THIS_IS_STUPID
- m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
+ m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
#else
- m_sQueueSample.m_nCounter = event + 10;
+ m_sQueueSample.m_nCounter = event + 22;
#endif
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_DOOR_MAX_DIST;
SET_SOUND_REFLECTION(TRUE);
break;
- }
- case SOUND_CAR_WINDSHIELD_CRACK: {
- const float SOUND_INTENSITY = 30.0f;
- maxDist = SQR(SOUND_INTENSITY);
- m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 68;
- emittingVol = m_anRandomTable[1] % 30 + 60;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
- m_sQueueSample.m_nPriority = 5;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- } break;
- case SOUND_CAR_JUMP: {
- const float SOUND_INTENSITY = 35.0f;
- emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
- maxDist = SQR(SOUND_INTENSITY);
- m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = iWheelIndex++;
- if (iWheelIndex > 85)
- iWheelIndex = 82;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- if (params.m_nIndex == RCBANDIT) {
- m_sQueueSample.m_nFrequency *= 2;
- emittingVol /= 2;
- }
- m_sQueueSample.m_nPriority = 6;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- break;
- }
- case SOUND_CAR_ENGINE_START: {
- const float SOUND_INTENSITY = 40.0f;
- emittingVol = 60;
- maxDist = SQR(SOUND_INTENSITY);
+ case SOUND_CAR_ENGINE_START:
+ Vol = VEHICLE_ONE_SHOT_CAR_ENGINE_START_VOLUME;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_ENGINE_START_MAX_DIST);
m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 33;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER);
m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_ENGINE_START_MAX_DIST;
SET_SOUND_REFLECTION(TRUE);
break;
- }
- case SOUND_CAR_LIGHT_BREAK: {
- const float SOUND_INTENSITY = 30.0f;
+ case SOUND_WEAPON_HIT_VEHICLE:
+ m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 34;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
+ m_sQueueSample.m_nPriority = 7;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_MAX_DIST);
+ Vol = m_anRandomTable[3] % 20 + VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_VOLUME;
+ break;
+ case SOUND_BOMB_TIMED_ACTIVATED:
+ case SOUND_55:
+ case SOUND_BOMB_ONIGNITION_ACTIVATED:
+ case SOUND_BOMB_TICK:
+ m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 36;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB);
+ m_sQueueSample.m_nPriority = 0;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_BOMB_ARMED_MAX_DIST;
+ SET_SOUND_REFLECTION(TRUE);
+ Vol = VEHICLE_ONE_SHOT_BOMB_ARMED_VOLUME;
+ maxDist = SQR(VEHICLE_ONE_SHOT_BOMB_ARMED_MAX_DIST);
+ break;
+ case SOUND_CAR_LIGHT_BREAK:
m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 37;
m_sQueueSample.m_nFrequency = 9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10;
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[4] % 10 + 30;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST);
+ Vol = m_anRandomTable[4] % 10 + VEHICLE_ONE_SHOT_CAR_LIGHT_BREAK_VOLUME;
+ break;
+ case SOUND_PLANE_ON_GROUND:
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 81;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS);
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_PLANE_ON_GROUND_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_PLANE_ON_GROUND_MAX_DIST);
+ Vol = m_anRandomTable[4] % 25 + VEHICLE_ONE_SHOT_PLANE_ON_GROUND_VOLUME;
+ break;
+ case SOUND_CAR_JERK:
+ m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 87;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
+ m_sQueueSample.m_nPriority = 5;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST);
+ Vol = m_anRandomTable[1] % 15 + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME;
break;
- }
case SOUND_CAR_HYDRAULIC_1:
- case SOUND_CAR_HYDRAULIC_2: {
- const float SOUND_INTENSITY = 35.0f;
+ case SOUND_CAR_HYDRAULIC_2:
if (event == SOUND_CAR_HYDRAULIC_1)
m_sQueueSample.m_nFrequency = 15600;
else
@@ -2074,184 +2331,160 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 51;
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[0] % 15 + 55;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST);
+ Vol = m_anRandomTable[0] % 15 + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME;
break;
- }
- case SOUND_CAR_HYDRAULIC_3: {
- const float SOUND_INTENSITY = 35.0f;
+ case SOUND_CAR_HYDRAULIC_3:
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 86;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP);
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST;
m_sQueueSample.m_nFramesToPlay = 7;
- noReflections = TRUE;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[0] % 15 + 55;
+ bLoop = TRUE;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST);
+ Vol = m_anRandomTable[0] % 15 + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME;
break;
- }
- case SOUND_CAR_JERK: {
- const float SOUND_INTENSITY = 35.0f;
- m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION;
+ case SOUND_WATER_FALL:
+ m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 87;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
- m_sQueueSample.m_nPriority = 5;
+ m_sQueueSample.m_nCounter = 15;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000;
+ m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[1] % 15 + 55;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WATER_FALL_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_WATER_FALL_MAX_DIST);
+ SET_SOUND_REFLECTION(TRUE);
+ Vol = m_anRandomTable[4] % 20 + VEHICLE_ONE_SHOT_WATER_FALL_VOLUME;
break;
- }
- case SOUND_CAR_SPLASH: {
- const float SOUND_INTENSITY = 40.0f;
- vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
- if (vol <= 300.f)
+ case SOUND_CAR_BOMB_TICK:
+ m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 80;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP);
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_BOMB_TICK_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_BOMB_TICK_MAX_DIST);
+ SET_SOUND_REFLECTION(TRUE);
+ Vol = VEHICLE_ONE_SHOT_CAR_BOMB_TICK_VOLUME;
+ break;
+ case SOUND_CAR_SPLASH:
+ eventVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
+ if (eventVol <= 300)
continue;
- if (vol > 1200.f)
- m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200.0f;
- relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300.f) / 900.f;
- m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1;
+ if (eventVol > 1200)
+ m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200;
+ eventRelVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300) / (1200 - 300);
+ m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] % 2) + SFX_BOAT_SPLASH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = WaveIndex++;
if (WaveIndex > 46)
WaveIndex = 41;
- m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
+ m_sQueueSample.m_nFrequency = (7000 * eventRelVol) + 6000;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- emittingVol = (55.f * relVol);
- maxDist = SQR(SOUND_INTENSITY);
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_SPLASH_MAX_DIST;
+ Vol = (VEHICLE_ONE_SHOT_CAR_SPLASH_VOLUME * eventRelVol);
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_SPLASH_MAX_DIST);
break;
- }
- case SOUND_BOAT_SLOWDOWN: {
- const float SOUND_INTENSITY = 50.0f;
+ case SOUND_BOAT_SLOWDOWN:
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 47;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + RandomDisplacement(600);
+ m_sQueueSample.m_nFrequency = RandomDisplacement(600) + SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF);
m_sQueueSample.m_nPriority = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- emittingVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
- maxDist = SQR(SOUND_INTENSITY);
- break;
- }
- case SOUND_TRAIN_DOOR_CLOSE:
- case SOUND_TRAIN_DOOR_OPEN: {
- const float SOUND_INTENSITY = 35.0f;
- m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 59;
- m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025;
- m_sQueueSample.m_nPriority = 5;
- m_sQueueSample.m_fSpeedMultiplier = 5.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[1] % 20 + 70;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_BOAT_SLOWDOWN_MAX_DIST;
+ Vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
+ maxDist = SQR(VEHICLE_ONE_SHOT_BOAT_SLOWDOWN_MAX_DIST);
break;
- }
- case SOUND_CAR_TANK_TURRET_ROTATE: {
- const float SOUND_INTENSITY = 40.0f;
- vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
- if (vol > 96.0f / 2500.0f)
- vol = 96.0f / 2500.0f;
- m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
+ case SOUND_CAR_JUMP:
+ {
+ static uint8 iWheelIndex = 82;
+ Vol = Max(VEHICLE_ONE_SHOT_CAR_JUMP_VOLUME, 2 * (100 * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_JUMP_MAX_DIST);
+ m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 79;
- m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000;
- m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_nCounter = iWheelIndex++;
+ if (iWheelIndex > 85)
+ iWheelIndex = 82;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
+ if (params.m_nIndex == RCBANDIT) {
+ m_sQueueSample.m_nFrequency <<= 1;
+ Vol >>= 1;
+ }
+ m_sQueueSample.m_nPriority = 6;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- emittingVol = (37.f * vol * 2500.0f / 96.0f) + 90;
- maxDist = SQR(SOUND_INTENSITY);
- noReflections = TRUE;
- break;
- }
- case SOUND_CAR_BOMB_TICK: {
- const float SOUND_INTENSITY = 30.0f;
- m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 80;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- SET_SOUND_REFLECTION(TRUE);
- emittingVol = 60;
- break;
- }
- case SOUND_PLANE_ON_GROUND: {
- const float SOUND_INTENSITY = 180.0f;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 81;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS);
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[4] % 25 + 75;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_JUMP_MAX_DIST;
break;
}
- case SOUND_WEAPON_SHOT_FIRED: {
- const float SOUND_INTENSITY = 120.0f;
- emittingVol = m_anRandomTable[2];
- maxDist = SQR(SOUND_INTENSITY);
+ case SOUND_WEAPON_SHOT_FIRED:
+ Vol = m_anRandomTable[2];
+ maxDist = SQR(VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_MAX_DIST);
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = GunIndex++;
- emittingVol = emittingVol % 15 + 65;
+ Vol = Vol % 15 + VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_VOLUME;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_MAX_DIST;
break;
- }
- case SOUND_WEAPON_HIT_VEHICLE: {
- const float SOUND_INTENSITY = 40.0f;
- m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1;
+ case SOUND_TRAIN_DOOR_CLOSE:
+ case SOUND_TRAIN_DOOR_OPEN:
+ m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 34;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
- m_sQueueSample.m_nPriority = 7;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[3] % 20 + 90;
+ m_sQueueSample.m_nCounter = 59;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025;
+ m_sQueueSample.m_nPriority = 5;
+ m_sQueueSample.m_fSpeedMultiplier = 5.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_TRAIN_DOOR_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_TRAIN_DOOR_MAX_DIST);
+ Vol = m_anRandomTable[1] % 20 + VEHICLE_ONE_SHOT_TRAIN_DOOR_VOLUME;
break;
- }
- case SOUND_BOMB_TIMED_ACTIVATED:
- case SOUND_55:
- case SOUND_BOMB_ONIGNITION_ACTIVATED:
- case SOUND_BOMB_TICK: {
- const float SOUND_INTENSITY = 50.0f;
- m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
+ case SOUND_SPLATTER:
+ {
+ static uint8 CrunchOffset = 0;
+ m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 36;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB);
- m_sQueueSample.m_nPriority = 0;
+ m_sQueueSample.m_nCounter = 48;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(600) + SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1);
+ m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_SPLATTER_MAX_DIST;
+ CrunchOffset++;
+ maxDist = SQR(VEHICLE_ONE_SHOT_SPLATTER_MAX_DIST);
+ Vol = m_anRandomTable[4] % 20 + VEHICLE_ONE_SHOT_SPLATTER_VOLUME;
+ CrunchOffset %= 2;
SET_SOUND_REFLECTION(TRUE);
- emittingVol = 50;
- maxDist = SQR(SOUND_INTENSITY);
break;
}
+ case SOUND_CAR_PED_COLLISION:
+ eventVol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]);
+ Vol = (eventVol / 20 * MAX_VOLUME);
+ if (Vol == 0)
+ continue;
+
+ m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] % 4) + SFX_FIGHT_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 50;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >> 1;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_PED_COLLISION_MAX_DIST;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_PED_COLLISION_MAX_DIST);
+ break;
case SOUND_PED_HELI_PLAYER_FOUND:
{
cPedParams pedParams;
@@ -2268,61 +2501,30 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
SetupPedComments(pedParams, SOUND_PED_BODYCAST_HIT);
continue;
}
- case SOUND_WATER_FALL: {
- const float SOUND_INTENSITY = 40.0f;
- m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 15;
- m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
- SET_SOUND_REFLECTION(TRUE);
- emittingVol = m_anRandomTable[4] % 20 + 90;
- break;
- }
- case SOUND_SPLATTER: {
- const float SOUND_INTENSITY = 40.0f;
- m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 48;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + RandomDisplacement(600);
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 40.0f;
- CrunchOffset++;
- maxDist = SQR(SOUND_INTENSITY);
- emittingVol = m_anRandomTable[4] % 20 + 55;
- CrunchOffset %= 2;
- SET_SOUND_REFLECTION(TRUE);
- break;
- }
- case SOUND_CAR_PED_COLLISION: {
- const float SOUND_INTENSITY = 40.0f;
- vol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]);
- emittingVol = (vol / 20.0f * 127.f);
- if (!emittingVol)
- continue;
-
- m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1;
+ case SOUND_CAR_TANK_TURRET_ROTATE:
+ eventVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
+ if (eventVol > 96.0f / 2500.0f)
+ eventVol = 96.0f / 2500.0f;
+ m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 50;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- maxDist = SQR(SOUND_INTENSITY);
+ m_sQueueSample.m_nCounter = 79;
+ m_sQueueSample.m_nFrequency = (3000 * eventVol / (96.0f / 2500.0f)) + 9000;
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_TANK_TURRET_MAX_DIST;
+ Vol = (37 * eventVol / (96.0f / 2500.0f)) + VEHICLE_ONE_SHOT_CAR_TANK_TURRET_VOLUME;
+ maxDist = SQR(VEHICLE_ONE_SHOT_CAR_TANK_TURRET_MAX_DIST);
+ bLoop = TRUE;
break;
- }
default:
continue;
}
if (params.m_fDistance < maxDist) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
- if (noReflections) {
+ if (bLoop) {
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bStatic = FALSE;
} else {
@@ -2330,7 +2532,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
m_sQueueSample.m_bStatic = TRUE;
}
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bReverb = TRUE;
m_sQueueSample.m_bIs2D = FALSE;
AddSampleToRequestedQueue();
@@ -2342,65 +2544,62 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
bool8
cAudioManager::ProcessTrainNoise(cVehicleParams& params)
{
- const float SOUND_INTENSITY = 300.0f;
-
CTrain *train;
- uint8 emittingVol;
+ uint8 Vol;
float speedMultipler;
- if (params.m_fDistance >= SQR(SOUND_INTENSITY))
- return FALSE;
-
- if (params.m_fVelocityChange > 0.0f) {
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- train = (CTrain *)params.m_pVehicle;
- speedMultipler = Min(1.0f, train->m_fSpeed * 250.f / 51.f);
- emittingVol = (75.f * speedMultipler);
- if (train->m_fWagonPosition == 0.0f) {
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 32;
- m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (params.m_fDistance < SQR(TRAIN_NOISE_FAR_MAX_DIST)){
+ if (params.m_fVelocityChange > 0.0f) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ train = (CTrain *)params.m_pVehicle;
+ speedMultipler = Min(1.0f, train->m_fSpeed * 250.0f / 51.0f);
+ Vol = (TRAIN_NOISE_VOLUME * speedMultipler);
+ if (train->m_fWagonPosition == 0.0f) {
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, TRAIN_NOISE_FAR_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 32;
+ m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 3.0f;
+ m_sQueueSample.m_MaxDistance = TRAIN_NOISE_FAR_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
}
- }
- const float SOUND_INTENSITY = 70.0f;
- if (params.m_fDistance < SQR(SOUND_INTENSITY)) {
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 33;
- m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 5;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 6.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (params.m_fDistance < SQR(TRAIN_NOISE_NEAR_MAX_DIST)) {
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, TRAIN_NOISE_NEAR_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 33;
+ m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 5;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 6.0f;
+ m_sQueueSample.m_MaxDistance = TRAIN_NOISE_NEAR_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
}
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
@@ -2410,32 +2609,30 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
float padRelativeAccerate;
float gasPedal;
float padAccelerate;
- uint8 emittingVol;
+ uint8 Vol;
float oneShotVol;
static uint16 LastAccel = 0;
static uint8 LastVol = 0;
- static const float intensity = 50.0f;
-
- if (params.m_fDistance < SQR(intensity)) {
+ if (params.m_fDistance < SQR(BOAT_ENGINE_MAX_DIST)) {
boat = (CBoat *)params.m_pVehicle;
if (params.m_nIndex == REEFER) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(80, intensity, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(BOAT_ENGINE_REEFER_IDLE_VOLUME, BOAT_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 39;
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
m_sQueueSample.m_nFrequency = 10386;
- m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
+ m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(80);
+ SET_EMITTING_VOLUME(BOAT_ENGINE_REEFER_IDLE_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = intensity;
+ m_sQueueSample.m_MaxDistance = BOAT_ENGINE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 7;
m_sQueueSample.m_bReverb = TRUE;
@@ -2445,35 +2642,35 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
if (FindPlayerVehicle() == params.m_pVehicle) {
padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake());
padRelativeAccerate = padAccelerate / 255.0f;
- emittingVol = (100.f * padRelativeAccerate) + 15;
- m_sQueueSample.m_nFrequency = (3000.f * padRelativeAccerate) + 6000;
+ Vol = (BOAT_ENGINE_REEFER_ACCEL_VOLUME_MULT * padRelativeAccerate) + BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME;
+ m_sQueueSample.m_nFrequency = (3000 * padRelativeAccerate) + 6000;
if (!boat->bPropellerInWater)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
} else {
gasPedal = Abs(boat->m_fGasPedal);
if (gasPedal > 0.0f) {
- m_sQueueSample.m_nFrequency = 6000;
- emittingVol = 15;
- } else {
- emittingVol = (100.f * gasPedal) + 15;
- m_sQueueSample.m_nFrequency = (3000.f * gasPedal) + 6000;
+ Vol = (BOAT_ENGINE_REEFER_ACCEL_VOLUME_MULT * gasPedal) + BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME;
+ m_sQueueSample.m_nFrequency = (3000 * gasPedal) + 6000;
if (!boat->bPropellerInWater)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
+ } else {
+ m_sQueueSample.m_nFrequency = 6000;
+ Vol = BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME;
}
}
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, intensity, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, BOAT_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
- m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
+ m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = intensity;
+ m_sQueueSample.m_MaxDistance = BOAT_ENGINE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 7;
m_sQueueSample.m_bReverb = TRUE;
@@ -2484,7 +2681,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
if (FindPlayerVehicle() == params.m_pVehicle) {
padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake());
if (padAccelerate <= 20) {
- emittingVol = 45 - 45 * padAccelerate / 40;
+ Vol = BOAT_ENGINE_LOW_ACCEL_VOLUME - BOAT_ENGINE_LOW_ACCEL_VOLUME * padAccelerate / 40;
m_sQueueSample.m_nFrequency = 100 * padAccelerate + 11025;
m_sQueueSample.m_nCounter = 39;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
@@ -2493,43 +2690,43 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
PlayOneShot(m_sQueueSample.m_nEntityIndex, SOUND_BOAT_SLOWDOWN, oneShotVol);
}
} else {
- emittingVol = 105 * padAccelerate / 255 + 15;
+ Vol = BOAT_ENGINE_HIGH_ACCEL_VOLUME_MULT * padAccelerate / 255 + BOAT_ENGINE_HIGH_ACCEL_MIN_VOLUME;
m_sQueueSample.m_nFrequency = 4000 * padAccelerate / 255 + 8000;
if (!boat->m_bIsAnchored)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
}
- LastVol = emittingVol;
+ LastVol = Vol;
LastAccel = padAccelerate;
} else {
gasPedal = Abs(boat->m_fGasPedal);
if (gasPedal > 0.0f) {
- m_sQueueSample.m_nFrequency = 11025;
- emittingVol = 45;
- m_sQueueSample.m_nCounter = 39;
- m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
- } else {
- emittingVol = (105.f * gasPedal) + 15;
- m_sQueueSample.m_nFrequency = (4000.f * gasPedal) + 8000;
+ Vol = (BOAT_ENGINE_HIGH_ACCEL_VOLUME_MULT * gasPedal) + BOAT_ENGINE_HIGH_ACCEL_MIN_VOLUME;
+ m_sQueueSample.m_nFrequency = (4000 * gasPedal) + 8000;
if (!boat->m_bIsAnchored)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
+ } else {
+ m_sQueueSample.m_nFrequency = 11025;
+ Vol = BOAT_ENGINE_LOW_ACCEL_VOLUME;
+ m_sQueueSample.m_nCounter = 39;
+ m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
}
}
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, intensity, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, BOAT_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
+ m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = intensity;
+ m_sQueueSample.m_MaxDistance = BOAT_ENGINE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 7;
m_sQueueSample.m_bReverb = TRUE;
@@ -2546,41 +2743,39 @@ bool8
cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params)
{
float velocityChange;
- int32 vol;
+ uint8 Vol;
float multiplier;
- if (params.m_fDistance > SQR(50))
- return FALSE;
-
- velocityChange = Abs(params.m_fVelocityChange);
- if (velocityChange <= 0.0005f && ((CBoat*)params.m_pVehicle)->bBoatInWater)
+ if (params.m_fDistance < SQR(BOAT_MOVING_OVER_WATER_MAX_DIST)) {
+ velocityChange = Abs(params.m_fVelocityChange);
+ if (velocityChange > 0.0005f && ((CBoat*)params.m_pVehicle)->bBoatInWater) {
+ velocityChange = Min(0.75f, velocityChange);
+ multiplier = (velocityChange - 0.0005f) / (1499.0f / 2000.0f);
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ Vol = (BOAT_MOVING_OVER_WATER_VOLUME * multiplier);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, BOAT_MOVING_OVER_WATER_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 38;
+ m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_nFrequency = (6050 * multiplier) + 16000;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ m_sQueueSample.m_MaxDistance = BOAT_MOVING_OVER_WATER_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ }
return TRUE;
-
- velocityChange = Min(0.75f, velocityChange);
- multiplier = (velocityChange - 0.0005f) / (1499.0f / 2000.0f);
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- vol = (30.f * multiplier);
- m_sQueueSample.m_nVolume = ComputeVolume(vol, 50.f, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 38;
- m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(vol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = 50.0f;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
}
-
- return TRUE;
+ return FALSE;
}
struct tHelicopterSampleData {
@@ -2588,6 +2783,7 @@ struct tHelicopterSampleData {
float m_fBaseDistance;
uint8 m_bBaseVolume;
};
+static Const tHelicopterSampleData gHeliSfxRanges[3] = {{400, 380, 100}, {100, 70, MAX_VOLUME}, {60, 30, MAX_VOLUME}};
bool8
cAudioManager::ProcessHelicopter(cVehicleParams& params)
@@ -2596,46 +2792,46 @@ cAudioManager::ProcessHelicopter(cVehicleParams& params)
float MaxDist;
float dist;
float baseDist;
- int32 emittingVol;
- static const tHelicopterSampleData gHeliSfxRanges[3] = {{400.f, 380.f, 100}, {100.f, 70.f, MAX_VOLUME}, {60.f, 30.f, MAX_VOLUME}};
+ uint8 Vol;
- if (SQR(gHeliSfxRanges[0].m_fMaxDistance) <= params.m_fDistance)
- return FALSE;
-
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- heli = (CHeli *)params.m_pVehicle;
- for (uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) {
- MaxDist = gHeliSfxRanges[i].m_fMaxDistance;
- dist = m_sQueueSample.m_fDistance;
- if (dist >= MaxDist)
- return TRUE;
- baseDist = gHeliSfxRanges[i].m_fBaseDistance;
- if (dist < baseDist)
- emittingVol = (gHeliSfxRanges[i].m_bBaseVolume * ((MaxDist - dist) / (MaxDist - baseDist)));
- else
- emittingVol = gHeliSfxRanges[i].m_bBaseVolume;
+ if (params.m_fDistance < SQR(gHeliSfxRanges[0].m_fMaxDistance)) {
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ heli = (CHeli *)params.m_pVehicle;
+ for (uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) {
+ MaxDist = gHeliSfxRanges[i].m_fMaxDistance;
+ dist = m_sQueueSample.m_fDistance;
+ if (dist < MaxDist) {
+ baseDist = gHeliSfxRanges[i].m_fBaseDistance;
+ if (dist < baseDist)
+ Vol = gHeliSfxRanges[i].m_bBaseVolume;
+ else
+ Vol = (gHeliSfxRanges[i].m_bBaseVolume * ((MaxDist - dist) / (MaxDist - baseDist)));
+ } else
+ return TRUE;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, gHeliSfxRanges[i].m_fMaxDistance, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = i + 65;
- m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 0;
- m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 6.0f;
- m_sQueueSample.m_MaxDistance = gHeliSfxRanges[i].m_fMaxDistance;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, gHeliSfxRanges[i].m_fMaxDistance, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = i + 65;
+ m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 0;
+ m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 6.0f;
+ m_sQueueSample.m_MaxDistance = gHeliSfxRanges[i].m_fMaxDistance;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
}
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
void
@@ -2670,32 +2866,32 @@ cAudioManager::ProcessJumbo(cVehicleParams& params)
CPlane *plane;
float position;
- if (params.m_fDistance < SQR(440)) {
+ if (params.m_fDistance < SQR(JUMBO_MAX_DIST)) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
plane = (CPlane *)params.m_pVehicle;
DoJumboVolOffset();
position = PlanePathPosition[plane->m_nPlaneId];
- if (position <= TakeOffPoint) {
- if (plane->m_fSpeed <= 0.103344f) {
- ProcessJumboTaxi();
- return;
- }
-
- ProcessJumboAccel(plane);
- } else if (300.0f + TakeOffPoint >= position) {
- ProcessJumboTakeOff(plane);
- } else if (LandingPoint - 350.0f >= position) {
- ProcessJumboFlying();
- } else {
- if (position > LandingPoint) {
- if (plane->m_fSpeed > 0.103344f) {
- ProcessJumboDecel(plane);
- return;
+ if (position > TakeOffPoint) {
+ if (300.0f + TakeOffPoint < position) {
+ if (LandingPoint - 350.0f < position) {
+ if (position > LandingPoint) {
+ if (plane->m_fSpeed > 0.103344f)
+ ProcessJumboDecel(plane);
+ else
+ ProcessJumboTaxi();
+ }
+ else
+ ProcessJumboLanding(plane);
}
+ else
+ ProcessJumboFlying();
+ } else
+ ProcessJumboTakeOff(plane);
+ } else {
+ if (plane->m_fSpeed > 0.103344f)
+ ProcessJumboAccel(plane);
+ else
ProcessJumboTaxi();
- return;
- }
- ProcessJumboLanding(plane);
}
}
}
@@ -2712,27 +2908,25 @@ cAudioManager::ProcessJumboTaxi()
void
cAudioManager::ProcessJumboAccel(CPlane *plane)
{
- int32 engineFreq;
- int32 vol;
- float whineSoundFreq;
+ uint32 engineFreq;
+ uint8 vol;
float modificator;
+ float freqMult;
if (SetupJumboFlySound(20)) {
- modificator = (plane->m_fSpeed - 0.103344f) * 1.6760077f;
- if (modificator > 1.0f)
- modificator = 1.0f;
- if (SetupJumboRumbleSound(MAX_VOLUME * modificator) && SetupJumboTaxiSound((1.0f - modificator) * 75.f)) {
- if (modificator < 0.2f) {
- whineSoundFreq = modificator * 5.f * 14600.0f + 29500;
- vol = modificator * 5.f * MAX_VOLUME;
- engineFreq = modificator * 5.f * 6050.f + 16000;
- } else {
- whineSoundFreq = 44100;
+ modificator = Min(1.0f, (plane->m_fSpeed - 0.103344f) * 1.6760077f);
+ if (SetupJumboRumbleSound(MAX_VOLUME * modificator) && SetupJumboTaxiSound((1.0f - modificator) * 75)) {
+ if (modificator >= 0.2f) {
+ freqMult = 1;
engineFreq = 22050;
vol = MAX_VOLUME;
+ } else {
+ freqMult = modificator * 5;
+ vol = freqMult * MAX_VOLUME;
+ engineFreq = freqMult * 6050 + 16000;
}
SetupJumboEngineSound(vol, engineFreq);
- SetupJumboWhineSound(18, whineSoundFreq);
+ SetupJumboWhineSound(18, 14600 * freqMult + 29500);
}
}
}
@@ -2740,11 +2934,10 @@ cAudioManager::ProcessJumboAccel(CPlane *plane)
void
cAudioManager::ProcessJumboTakeOff(CPlane *plane)
{
- const float modificator = (PlanePathPosition[plane->m_nPlaneId] - TakeOffPoint) / 300.f;
-
- if (SetupJumboFlySound((107.f * modificator) + 20) && SetupJumboRumbleSound(MAX_VOLUME * (1.f - modificator))) {
+ float modificator = (PlanePathPosition[plane->m_nPlaneId] - TakeOffPoint) / 300;
+ if (SetupJumboFlySound((107 * modificator) + 20) && SetupJumboRumbleSound(MAX_VOLUME * (1.0f - modificator))) {
if (SetupJumboEngineSound(MAX_VOLUME, 22050))
- SetupJumboWhineSound(18.f * (1.f - modificator), 44100);
+ SetupJumboWhineSound(18 * (1.0f - modificator), 44100);
}
}
@@ -2758,11 +2951,11 @@ cAudioManager::ProcessJumboFlying()
void
cAudioManager::ProcessJumboLanding(CPlane *plane)
{
- const float modificator = (LandingPoint - PlanePathPosition[plane->m_nPlaneId]) / 350.f;
- if (SetupJumboFlySound(107.f * modificator + 20)) {
- if (SetupJumboTaxiSound(75.f * (1.f - modificator))) {
+ float modificator = (LandingPoint - PlanePathPosition[plane->m_nPlaneId]) / 350;
+ if (SetupJumboFlySound(107 * modificator + 20)) {
+ if (SetupJumboTaxiSound(75 * (1.0f - modificator))) {
SetupJumboEngineSound(MAX_VOLUME, 22050);
- SetupJumboWhineSound(18.f * (1.f - modificator), 14600.f * modificator + 29500);
+ SetupJumboWhineSound(18 * (1.0f - modificator), 14600 * modificator + 29500);
}
}
}
@@ -2771,8 +2964,8 @@ void
cAudioManager::ProcessJumboDecel(CPlane *plane)
{
if (SetupJumboFlySound(20) && SetupJumboTaxiSound(75)) {
- const float modificator = Min(1.f, (plane->m_fSpeed - 0.103344f) * 1.6760077f);
- SetupJumboEngineSound(MAX_VOLUME * modificator, 6050.f * modificator + 16000);
+ float modificator = Min(1.0f, (plane->m_fSpeed - 0.103344f) * 1.6760077f);
+ SetupJumboEngineSound(MAX_VOLUME * modificator, 6050 * modificator + 16000);
SetupJumboWhineSound(18, 29500);
}
}
@@ -2780,168 +2973,159 @@ cAudioManager::ProcessJumboDecel(CPlane *plane)
bool8
cAudioManager::SetupJumboTaxiSound(uint8 vol)
{
- const float SOUND_INTENSITY = 180.0f;
- if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
- return FALSE;
-
- uint8 emittingVol = (vol / 2) + ((vol / 2) * m_sQueueSample.m_fDistance / SOUND_INTENSITY);
+ if (m_sQueueSample.m_fDistance < JUMBO_ENGINE_SOUND_MAX_DIST) {
+ uint8 Vol = (vol >> 1) + ((vol >> 1) * m_sQueueSample.m_fDistance / JUMBO_ENGINE_SOUND_MAX_DIST);
- if (m_sQueueSample.m_fDistance / SOUND_INTENSITY < 0.7f)
- emittingVol -= emittingVol * gJumboVolOffsetPercentage / 100;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_fDistance / JUMBO_ENGINE_SOUND_MAX_DIST < 0.7f)
+ Vol -= Vol * gJumboVolOffsetPercentage / 100;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_ENGINE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 1;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nFrequency = GetJumboTaxiFreq();
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 4;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 1;
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nFrequency = GetJumboTaxiFreq();
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = JUMBO_ENGINE_SOUND_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 4;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
-cAudioManager::SetupJumboWhineSound(uint8 emittingVol, uint32 freq)
+cAudioManager::SetupJumboWhineSound(uint8 Vol, uint32 freq)
{
- const float SOUND_INTENSITY = 170.0f;
-
- if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
- return FALSE;
-
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
-
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 2;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nFrequency = freq;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 4;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (m_sQueueSample.m_fDistance < JUMBO_WHINE_SOUND_MAX_DIST) {
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_WHINE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 2;
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nFrequency = freq;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = JUMBO_WHINE_SOUND_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 4;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
-cAudioManager::SetupJumboEngineSound(uint8 vol, uint32 freq)
+cAudioManager::SetupJumboEngineSound(uint8 Vol, uint32 freq)
{
- const float SOUND_INTENSITY = 180.0f;
- if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
- return FALSE;
-
- uint8 emittingVol = vol - gJumboVolOffsetPercentage / 100;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 3;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nFrequency = freq;
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 4;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (m_sQueueSample.m_fDistance < JUMBO_ENGINE_SOUND_MAX_DIST) {
+ uint8 FinalVol = Vol - gJumboVolOffsetPercentage / 100;
+ m_sQueueSample.m_nVolume = ComputeVolume(FinalVol, JUMBO_ENGINE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 3;
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nFrequency = freq;
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(FinalVol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = JUMBO_ENGINE_SOUND_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 4;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
-cAudioManager::SetupJumboFlySound(uint8 emittingVol)
+cAudioManager::SetupJumboFlySound(uint8 Vol)
{
- const float SOUND_INTENSITY = 440.0f;
- if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
- return FALSE;
-
- int32 vol = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- m_sQueueSample.m_nVolume = vol;
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 0;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 5;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
+ if (m_sQueueSample.m_fDistance < JUMBO_MAX_DIST) {
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 0;
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = JUMBO_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 5;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ }
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
bool8
-cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
+cAudioManager::SetupJumboRumbleSound(uint8 Vol)
{
- const float SOUND_INTENSITY = 240.0f;
- if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
- return FALSE;
-
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
-
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 5;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = TRUE;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 12;
- m_sQueueSample.m_nPan = 0;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
- m_sQueueSample.m_nCounter = 6;
- m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
- m_sQueueSample.m_nFrequency += 200;
- m_sQueueSample.m_nPan = 127;
- AddSampleToRequestedQueue();
+ if (m_sQueueSample.m_fDistance < JUMBO_RUMBLE_SOUND_MAX_DIST) {
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_RUMBLE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 5;
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = TRUE;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = JUMBO_RUMBLE_SOUND_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 12;
+ m_sQueueSample.m_nPan = 0;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
+ m_sQueueSample.m_nCounter = 6;
+ m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
+ m_sQueueSample.m_nFrequency += 200;
+ m_sQueueSample.m_nPan = 127;
+ AddSampleToRequestedQueue();
+ }
+ return TRUE;
}
- return TRUE;
+ return FALSE;
}
int32
cAudioManager::GetJumboTaxiFreq()
{
- return (60.833f * m_sQueueSample.m_fDistance) + 22050;
+ return (1.0f / 180 * 10950 * m_sQueueSample.m_fDistance) + 22050;
}
#pragma endregion Some jumbo crap
@@ -2969,47 +3153,46 @@ cAudioManager::ProcessPedHeadphones(cPedParams &params)
{
CPed *ped;
CAutomobile *veh;
- uint8 emittingVol;
+ uint8 Vol;
- if (params.m_fDistance < SQR(7)) {
+ if (params.m_fDistance < SQR(PED_HEADPHONES_MAX_DIST)) {
ped = params.m_pPed;
- if (!ped->bIsAimingGun || ped->m_bodyPartBleeding != PED_HEAD) {
- CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- if (ped->bInVehicle && ped->m_nPedState == PED_DRIVING) {
- emittingVol = 10;
- veh = (CAutomobile *)ped->m_pMyVehicle;
- if (veh && veh->IsCar()) {
- for (int32 i = DOOR_FRONT_LEFT; i < ARRAY_SIZE(veh->Doors); i++) {
- if (!veh->IsDoorClosed((eDoors)i) || veh->IsDoorMissing((eDoors)i)) {
- emittingVol = 42;
- break;
- }
+ if (ped->bBodyPartJustCameOff && ped->m_bodyPartBleeding == PED_HEAD)
+ return;
+
+ CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
+ if (ped->bInVehicle && ped->m_nPedState == PED_DRIVING) {
+ Vol = PED_HEADPHONES_IN_CAR_VOLUME;
+ veh = (CAutomobile *)ped->m_pMyVehicle;
+ if (veh && veh->IsCar()) {
+ for (int32 i = DOOR_FRONT_LEFT; i < ARRAY_SIZE(veh->Doors); i++) {
+ if (!veh->IsDoorClosed((eDoors)i) || veh->IsDoorMissing((eDoors)i)) {
+ Vol = PED_HEADPHONES_VOLUME;
+ break;
}
}
- } else {
- emittingVol = 42;
}
+ } else
+ Vol = PED_HEADPHONES_VOLUME;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 7.f, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume > 0) {
- m_sQueueSample.m_nCounter = 64;
- m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nPriority = 5;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES);
- m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = 7.0f;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 5;
- m_sQueueSample.m_bReverb = TRUE;
- SET_SOUND_REFLECTION(FALSE);
- AddSampleToRequestedQueue();
- }
- return;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, PED_HEADPHONES_MAX_DIST, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume > 0) {
+ m_sQueueSample.m_nCounter = 64;
+ m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nPriority = 5;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_EMITTING_VOLUME(Vol);
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = PED_HEADPHONES_MAX_DIST;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 5;
+ m_sQueueSample.m_bReverb = TRUE;
+ SET_SOUND_REFLECTION(FALSE);
+ AddSampleToRequestedQueue();
}
}
}
@@ -3017,8 +3200,8 @@ cAudioManager::ProcessPedHeadphones(cPedParams &params)
void
cAudioManager::ProcessPedOneShots(cPedParams &params)
{
- uint8 emittingVol;
- int32 sampleIndex;
+ uint8 Vol;
+ uint32 sampleIndex;
CPed *ped = params.m_pPed;
@@ -3026,7 +3209,11 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
int16 sound;
bool8 stereo;
CWeapon *weapon;
- float maxDist = 0.f; // uninitialized variable
+#ifdef FIX_BUGS
+ float maxDist = 0.0f; // uninitialized variable
+#else
+ float maxDist;
+#endif
static uint8 iSound = 21;
@@ -3037,14 +3224,40 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
SET_SOUND_REFLECTION(FALSE);
sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch (sound) {
+ case SOUND_FALL_LAND:
+ case SOUND_FALL_COLLAPSE:
+ if (ped->bIsInTheAir)
+ continue;
+ maxDist = SQR(PED_ONE_SHOT_FALL_MAX_DIST);
+ Vol = m_anRandomTable[3] % 20 + PED_ONE_SHOT_FALL_VOLUME;
+ if (ped->m_nSurfaceTouched == SURFACE_WATER)
+ m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] % 4) + SFX_FOOTSTEP_WATER_1;
+ else if (sound == SOUND_FALL_LAND)
+ m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
+ else
+ m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nCounter = 1;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_FALL_MAX_DIST;
+ m_sQueueSample.m_nLoopCount = 1;
+ RESET_LOOP_OFFSETS
+ SET_EMITTING_VOLUME(Vol);
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_bStatic = TRUE;
+ SET_SOUND_REFLECTION(TRUE);
+ break;
case SOUND_STEP_START:
case SOUND_STEP_END:
if (params.m_pPed->bIsInTheAir)
continue;
- emittingVol = m_anRandomTable[3] % 15 + 45;
+ Vol = m_anRandomTable[3] % 15 + PED_ONE_SHOT_STEP_VOLUME;
if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
- emittingVol /= 2;
- maxDist = 400.f;
+ Vol >>= 1;
+ maxDist = SQR(PED_ONE_SHOT_STEP_MAX_DIST);
switch (params.m_pPed->m_nSurfaceTouched) {
case SURFACE_GRASS:
sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1;
@@ -3091,11 +3304,11 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
switch (params.m_pPed->m_nMoveState) {
case PEDMOVE_WALK:
- emittingVol /= 4;
+ Vol >>= 2;
m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_RUN:
- emittingVol /= 2;
+ Vol >>= 1;
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_SPRINT:
@@ -3106,127 +3319,56 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
}
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 20.0f;
- m_sQueueSample.m_nLoopCount = 1;
- RESET_LOOP_OFFSETS
- SET_EMITTING_VOLUME(emittingVol);
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_bStatic = TRUE;
- SET_SOUND_REFLECTION(TRUE);
- break;
- case SOUND_FALL_LAND:
- case SOUND_FALL_COLLAPSE:
- if (ped->bIsInTheAir)
- continue;
- maxDist = SQR(30);
- emittingVol = m_anRandomTable[3] % 20 + 80;
- if (ped->m_nSurfaceTouched == SURFACE_WATER) {
- m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
- } else if (sound == SOUND_FALL_LAND) {
- m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
- } else {
- m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
- }
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 1;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 30.0f;
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_STEP_MAX_DIST;
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
SET_SOUND_REFLECTION(TRUE);
break;
- case SOUND_FIGHT_PUNCH_33:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
- m_sQueueSample.m_nFrequency = 18000;
- goto AddFightSound;
- case SOUND_FIGHT_KICK_34:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
- m_sQueueSample.m_nFrequency = 16500;
- goto AddFightSound;
- case SOUND_FIGHT_HEADBUTT_35:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
- m_sQueueSample.m_nFrequency = 20000;
- goto AddFightSound;
- case SOUND_FIGHT_PUNCH_36:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
- m_sQueueSample.m_nFrequency = 18000;
- goto AddFightSound;
- case SOUND_FIGHT_PUNCH_37:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
- m_sQueueSample.m_nFrequency = 16500;
- goto AddFightSound;
- case SOUND_FIGHT_CLOSE_PUNCH_38:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
- m_sQueueSample.m_nFrequency = 20000;
- goto AddFightSound;
- case SOUND_FIGHT_PUNCH_39:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
- m_sQueueSample.m_nFrequency = 18000;
- goto AddFightSound;
- case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
- m_sQueueSample.m_nFrequency = 16500;
- goto AddFightSound;
- case SOUND_FIGHT_PUNCH_41:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
- m_sQueueSample.m_nFrequency = 20000;
- goto AddFightSound;
- case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
- m_sQueueSample.m_nFrequency = 18000;
- goto AddFightSound;
- case SOUND_FIGHT_KNEE_OR_KICK_43:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
- m_sQueueSample.m_nFrequency = 16500;
- goto AddFightSound;
- case SOUND_FIGHT_KICK_44:
- m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
- m_sQueueSample.m_nFrequency = 20000;
- AddFightSound:
+ case SOUND_WEAPON_AK47_BULLET_ECHO:
+ case SOUND_WEAPON_UZI_BULLET_ECHO:
+ case SOUND_WEAPON_M16_BULLET_ECHO:
+ m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = iSound;
+ m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
- iSound++;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 30.0f;
- maxDist = SQR(30);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_BULLET_ECHO_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_BULLET_ECHO_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[3] % 26 + 100;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[4] % 10 + PED_ONE_SHOT_WEAPON_BULLET_ECHO_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
- SET_SOUND_REFLECTION(TRUE);
+#ifdef AUDIO_REFLECTIONS
+ if (m_bDynamicAcousticModelingStatus)
+ m_sQueueSample.m_bReflections = TRUE;
+ else
+#endif
+ stereo = TRUE;
break;
- case SOUND_WEAPON_BAT_ATTACK:
- m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT;
+ case SOUND_WEAPON_FLAMETHROWER_FIRE:
+ m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound++;
- narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 30.0f;
- maxDist = SQR(30);
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[2] % 20 + 100;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_VOLUME;
+ SET_EMITTING_VOLUME(PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_VOLUME);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
-#ifdef AUDIO_REFLECTIONS
- if (m_bDynamicAcousticModelingStatus)
- m_sQueueSample.m_bReflections = TRUE;
- else
-#endif
- stereo = TRUE;
break;
case SOUND_WEAPON_SHOT_FIRED:
weapon = ped->GetWeapon();
@@ -3237,15 +3379,15 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 50.0f;
- maxDist = SQR(50);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_COLT45_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_COLT45_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[1] % 10 + 90;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[1] % 10 + PED_ONE_SHOT_WEAPON_COLT45_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
#ifdef AUDIO_REFLECTIONS
@@ -3255,41 +3397,46 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
#endif
stereo = TRUE;
break;
- case WEAPONTYPE_UZI:
- m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
+ case WEAPONTYPE_ROCKETLAUNCHER:
+ m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
- m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
+ m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 80.0f;
- maxDist = SQR(80);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[3] % 15 + 70;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[0] % 20 + PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
+#ifdef AUDIO_REFLECTIONS
+ if (m_bDynamicAcousticModelingStatus)
+ m_sQueueSample.m_bReflections = TRUE;
+ else
+#endif
+ stereo = TRUE;
break;
- case WEAPONTYPE_SHOTGUN:
- m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT;
+ case WEAPONTYPE_FLAMETHROWER:
+ m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = iSound++;
- narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nCounter = 9;
+ Vol = PED_ONE_SHOT_WEAPON_FLAMETHROWER_VOLUME;
+ m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex % 2048) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT);
m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 60.0f;
- maxDist = SQR(60);
- m_sQueueSample.m_nLoopCount = 1;
- RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[2] % 10 + 100;
- SET_EMITTING_VOLUME(emittingVol);
+ m_sQueueSample.m_fSpeedMultiplier = 4.0f;
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_FLAMETHROWER_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_FLAMETHROWER_MAX_DIST);
+ m_sQueueSample.m_nLoopCount = 0;
+ SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
+ SET_EMITTING_VOLUME(PED_ONE_SHOT_WEAPON_FLAMETHROWER_VOLUME);
m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_bStatic = TRUE;
+ m_sQueueSample.m_bStatic = FALSE;
+ m_sQueueSample.m_nFramesToPlay = 6;
#ifdef AUDIO_REFLECTIONS
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bReflections = TRUE;
@@ -3303,33 +3450,33 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 80.0f;
- maxDist = SQR(80);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_AK47_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_AK47_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[1] % 15 + 70;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[1] % 15 + PED_ONE_SHOT_WEAPON_AK47_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
break;
- case WEAPONTYPE_M16:
- m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
+ case WEAPONTYPE_UZI:
+ m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 80.0f;
- maxDist = SQR(80);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_UZI_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_UZI_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[4] % 15 + 70;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[3] % 15 + PED_ONE_SHOT_WEAPON_UZI_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
break;
@@ -3339,15 +3486,15 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 60.0f;
- maxDist = SQR(60);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_SNIPERRIFLE_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_SNIPERRIFLE_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[4] % 10 + 110;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[4] % 10 + PED_ONE_SHOT_WEAPON_SNIPERRIFLE_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
#ifdef AUDIO_REFLECTIONS
@@ -3357,21 +3504,21 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
#endif
stereo = TRUE;
break;
- case WEAPONTYPE_ROCKETLAUNCHER:
- m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
+ case WEAPONTYPE_SHOTGUN:
+ m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
- m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
+ m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 90.0f;
- maxDist = SQR(90);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_SHOTGUN_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_SHOTGUN_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[0] % 20 + 80;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[2] % 10 + PED_ONE_SHOT_WEAPON_SHOTGUN_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
#ifdef AUDIO_REFLECTIONS
@@ -3381,28 +3528,23 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
#endif
stereo = TRUE;
break;
- case WEAPONTYPE_FLAMETHROWER:
- m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT;
+ case WEAPONTYPE_M16:
+ m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = 9;
- emittingVol = 90;
- m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex & 2047) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT);
+ m_sQueueSample.m_nCounter = iSound++;
+ narrowSoundRange = TRUE;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = 60.0f;
- maxDist = SQR(60);
- m_sQueueSample.m_nLoopCount = 0;
- SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
- SET_EMITTING_VOLUME(90);
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_M16_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_M16_MAX_DIST);
+ m_sQueueSample.m_nLoopCount = 1;
+ RESET_LOOP_OFFSETS
+ Vol = m_anRandomTable[4] % 15 + PED_ONE_SHOT_WEAPON_M16_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_bStatic = FALSE;
- m_sQueueSample.m_nFramesToPlay = 6;
-#ifdef AUDIO_REFLECTIONS
- if (m_bDynamicAcousticModelingStatus)
- m_sQueueSample.m_bReflections = TRUE;
- else
-#endif
- stereo = TRUE;
+ m_sQueueSample.m_bStatic = TRUE;
break;
default:
continue;
@@ -3420,10 +3562,6 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
m_sQueueSample.m_nFrequency = 39243;
break;
- case WEAPONTYPE_SHOTGUN:
- m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
- m_sQueueSample.m_nFrequency = 30290;
- break;
case WEAPONTYPE_AK47:
m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD);
@@ -3432,93 +3570,141 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_RELOAD);
break;
- case WEAPONTYPE_SNIPERRIFLE:
- m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD);
+ case WEAPONTYPE_SHOTGUN:
+ m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
+ m_sQueueSample.m_nFrequency = 30290;
break;
case WEAPONTYPE_ROCKETLAUNCHER:
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_RELOAD);
break;
+ case WEAPONTYPE_SNIPERRIFLE:
+ m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD);
+ break;
default:
continue;
}
- emittingVol = 75;
+ Vol = PED_ONE_SHOT_WEAPON_RELOAD_VOLUME;
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
m_sQueueSample.m_nFrequency += RandomDisplacement(300);
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 30.0f;
- maxDist = SQR(30);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_RELOAD_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_RELOAD_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- SET_EMITTING_VOLUME(75);
+ SET_EMITTING_VOLUME(PED_ONE_SHOT_WEAPON_RELOAD_VOLUME);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
SET_SOUND_REFLECTION(TRUE);
break;
- case SOUND_WEAPON_AK47_BULLET_ECHO:
- case SOUND_WEAPON_UZI_BULLET_ECHO:
- case SOUND_WEAPON_M16_BULLET_ECHO:
- m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
+ case SOUND_WEAPON_HIT_PED:
+ m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound++;
narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
+ m_sQueueSample.m_nPriority = 7;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 80.0f;
- maxDist = SQR(80);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_HIT_PED_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_WEAPON_HIT_PED_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[4] % 10 + 40;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[0] % 20 + PED_ONE_SHOT_WEAPON_HIT_PED_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
-#ifdef AUDIO_REFLECTIONS
- if (m_bDynamicAcousticModelingStatus)
- m_sQueueSample.m_bReflections = TRUE;
- else
-#endif
- stereo = TRUE;
break;
- case SOUND_WEAPON_FLAMETHROWER_FIRE:
- m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT;
+ case SOUND_WEAPON_BAT_ATTACK:
+ m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound++;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ narrowSoundRange = TRUE;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000;
m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = 60.0f;
- maxDist = SQR(60);
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_PUNCH_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_PUNCH_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = 70;
- SET_EMITTING_VOLUME(70);
+ Vol = m_anRandomTable[2] % 20 + PED_ONE_SHOT_PUNCH_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
+#ifdef AUDIO_REFLECTIONS
+ if (m_bDynamicAcousticModelingStatus)
+ m_sQueueSample.m_bReflections = TRUE;
+ else
+#endif
+ stereo = TRUE;
break;
- case SOUND_WEAPON_HIT_PED:
- m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED;
+ case SOUND_FIGHT_PUNCH_33:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
+ m_sQueueSample.m_nFrequency = 18000;
+ goto AddFightSound;
+ case SOUND_FIGHT_KICK_34:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
+ m_sQueueSample.m_nFrequency = 16500;
+ goto AddFightSound;
+ case SOUND_FIGHT_HEADBUTT_35:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
+ m_sQueueSample.m_nFrequency = 20000;
+ goto AddFightSound;
+ case SOUND_FIGHT_PUNCH_36:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
+ m_sQueueSample.m_nFrequency = 18000;
+ goto AddFightSound;
+ case SOUND_FIGHT_PUNCH_37:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
+ m_sQueueSample.m_nFrequency = 16500;
+ goto AddFightSound;
+ case SOUND_FIGHT_CLOSE_PUNCH_38:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
+ m_sQueueSample.m_nFrequency = 20000;
+ goto AddFightSound;
+ case SOUND_FIGHT_PUNCH_39:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
+ m_sQueueSample.m_nFrequency = 18000;
+ goto AddFightSound;
+ case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
+ m_sQueueSample.m_nFrequency = 16500;
+ goto AddFightSound;
+ case SOUND_FIGHT_PUNCH_41:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
+ m_sQueueSample.m_nFrequency = 20000;
+ goto AddFightSound;
+ case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
+ m_sQueueSample.m_nFrequency = 18000;
+ goto AddFightSound;
+ case SOUND_FIGHT_KNEE_OR_KICK_43:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
+ m_sQueueSample.m_nFrequency = 16500;
+ goto AddFightSound;
+ case SOUND_FIGHT_KICK_44:
+ m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
+ m_sQueueSample.m_nFrequency = 20000;
+ AddFightSound:
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nCounter = iSound++;
+ m_sQueueSample.m_nCounter = iSound;
narrowSoundRange = TRUE;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
- m_sQueueSample.m_nPriority = 7;
+ iSound++;
+ m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 30.0f;
- maxDist = SQR(30);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_PUNCH_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_PUNCH_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[0] % 20 + 90;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[3] % 26 + PED_ONE_SHOT_PUNCH_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
+ SET_SOUND_REFLECTION(TRUE);
break;
case SOUND_SPLASH:
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
@@ -3528,12 +3714,12 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000;
m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = 40.0f;
- maxDist = SQR(40);
+ m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_SPLASH_MAX_DIST;
+ maxDist = SQR(PED_ONE_SHOT_SPLASH_MAX_DIST);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
- emittingVol = m_anRandomTable[2] % 30 + 70;
- SET_EMITTING_VOLUME(emittingVol);
+ Vol = m_anRandomTable[2] % 30 + PED_ONE_SHOT_SPLASH_PED_VOLUME;
+ SET_EMITTING_VOLUME(Vol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
SET_SOUND_REFLECTION(TRUE);
@@ -3547,28 +3733,28 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
iSound = 21;
if (params.m_fDistance < maxDist) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
if (stereo) {
if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_MaxDistance) {
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nPan = 0;
- } else {
+ } else
stereo = FALSE;
- }
}
m_sQueueSample.m_bReverb = TRUE;
AddSampleToRequestedQueue();
if (stereo) {
m_sQueueSample.m_nPan = 127;
m_sQueueSample.m_nSampleIndex++;
- if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED ||
- weapon->m_eWeaponType != WEAPONTYPE_FLAMETHROWER) {
+ if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] == SOUND_WEAPON_SHOT_FIRED &&
+ weapon->m_eWeaponType == WEAPONTYPE_FLAMETHROWER)
+ m_sQueueSample.m_nCounter++;
+ else {
m_sQueueSample.m_nCounter = iSound++;
if (iSound > 60)
iSound = 21;
- } else
- m_sQueueSample.m_nCounter++;
+ }
AddSampleToRequestedQueue();
}
}
@@ -3580,8 +3766,8 @@ void
cAudioManager::SetupPedComments(cPedParams &params, uint16 sound)
{
CPed *ped = params.m_pPed;
- uint8 emittingVol;
- float soundIntensity;
+ uint8 Vol;
+ float maxDist;
tPedComment pedComment;
if (ped != nil) {
@@ -3602,27 +3788,27 @@ cAudioManager::SetupPedComments(cPedParams &params, uint16 sound)
break;
}
- soundIntensity = 50.0f;
+ maxDist = PED_COMMENT_MAX_DIST;
} else {
switch (sound) {
case SOUND_PED_HELI_PLAYER_FOUND:
- soundIntensity = 400.0f;
+ maxDist = PED_COMMENT_POLICE_HELI_MAX_DIST;
pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 29 + SFX_POLICE_HELI_1;
break;
case SOUND_PED_BODYCAST_HIT:
if (CTimer::GetTimeInMilliseconds() <= gNextCryTime)
return;
- soundIntensity = 50.0f;
+ maxDist = PED_COMMENT_MAX_DIST;
gNextCryTime = CTimer::GetTimeInMilliseconds() + 500;
pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 4 + SFX_PLASTER_BLOKE_1;
break;
case SOUND_INJURED_PED_MALE_OUCH:
case SOUND_INJURED_PED_MALE_PRISON:
- soundIntensity = 50.0f;
+ maxDist = PED_COMMENT_MAX_DIST;
pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 15 + SFX_GENERIC_MALE_GRUNT_1;
break;
case SOUND_INJURED_PED_FEMALE:
- soundIntensity = 50.0f;
+ maxDist = PED_COMMENT_MAX_DIST;
pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 11 + SFX_GENERIC_FEMALE_GRUNT_1;
break;
default:
@@ -3630,23 +3816,23 @@ cAudioManager::SetupPedComments(cPedParams &params, uint16 sound)
}
}
- if (params.m_fDistance < SQR(soundIntensity)) {
+ if (params.m_fDistance < SQR(maxDist)) {
CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
if (sound != SOUND_PAGER) {
switch (sound) {
case SOUND_AMMUNATION_WELCOME_1:
case SOUND_AMMUNATION_WELCOME_2:
case SOUND_AMMUNATION_WELCOME_3:
- emittingVol = MAX_VOLUME;
+ Vol = PED_COMMENT_VOLUME;
break;
default:
if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), m_sQueueSample.m_vecPos, true, false, false, false, false, false))
- emittingVol = MAX_VOLUME;
+ Vol = PED_COMMENT_VOLUME;
else
- emittingVol = 31;
+ Vol = PED_COMMENT_VOLUME_BEHIND_WALL;
break;
}
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, soundIntensity, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, maxDist, m_sQueueSample.m_fDistance);
pedComment.m_nProcess = 10;
if (m_sQueueSample.m_nVolume > 0) {
pedComment.m_nEntityIndex = m_sQueueSample.m_nEntityIndex;
@@ -3654,7 +3840,7 @@ cAudioManager::SetupPedComments(cPedParams &params, uint16 sound)
pedComment.m_fDistance = m_sQueueSample.m_fDistance;
pedComment.m_nVolume = m_sQueueSample.m_nVolume;
#if defined(EXTERNAL_3D_SOUND) && defined(FIX_BUGS)
- pedComment.m_nEmittingVolume = emittingVol;
+ pedComment.m_nEmittingVolume = Vol;
#endif
m_sPedComments.Add(&pedComment);
}
@@ -5698,37 +5884,26 @@ uint32
cAudioManager::GetSpecialCharacterTalkSfx(uint32 modelIndex, uint16 sound)
{
char *modelName = CModelInfo::GetModelInfo(modelIndex)->GetModelName();
- if (!CGeneral::faststricmp(modelName, "eight") || !CGeneral::faststricmp(modelName, "eight2")) {
+ if (!CGeneral::faststricmp(modelName, "eight") || !CGeneral::faststricmp(modelName, "eight2"))
return GetEightBallTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "frankie")) {
+ if (!CGeneral::faststricmp(modelName, "frankie"))
return GetSalvatoreTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "misty")) {
+ if (!CGeneral::faststricmp(modelName, "misty"))
return GetMistyTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "ojg") || !CGeneral::faststricmp(modelName, "ojg_p")) {
+ if (!CGeneral::faststricmp(modelName, "ojg") || !CGeneral::faststricmp(modelName, "ojg_p"))
return GetOldJapTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "cat")) {
+ if (!CGeneral::faststricmp(modelName, "cat"))
return GetCatalinaTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "bomber")) {
+ if (!CGeneral::faststricmp(modelName, "bomber"))
return GetBomberTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "s_guard")) {
+ if (!CGeneral::faststricmp(modelName, "s_guard"))
return GetSecurityGuardTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "chunky")) {
+ if (!CGeneral::faststricmp(modelName, "chunky"))
return GetChunkyTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "asuka")) {
+ if (!CGeneral::faststricmp(modelName, "asuka"))
return GetGenericFemaleTalkSfx(sound);
- }
- if (!CGeneral::faststricmp(modelName, "maria")) {
+ if (!CGeneral::faststricmp(modelName, "maria"))
return GetGenericFemaleTalkSfx(sound);
- }
-
return GetGenericMaleTalkSfx(sound);
}
@@ -6096,11 +6271,11 @@ cPedComments::Process()
AudioManager.m_sQueueSample.m_nLoopEnd = -1;
#endif // !GTA_PS2
#ifdef EXTERNAL_3D_SOUND
-#ifdef FIX_BUGS
+ #ifdef FIX_BUGS
AudioManager.m_sQueueSample.m_nEmittingVolume = m_aPedCommentQueue[m_nActiveQueue][m_aPedCommentOrderList[m_nActiveQueue][0]].m_nEmittingVolume;
-#else
+ #else
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
-#endif // FIX_BUGS
+ #endif // FIX_BUGS
#endif // EXTERNAL_3D_SOUND
#ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
// let's disable doppler because if sounds funny as the sound moves
@@ -6141,10 +6316,10 @@ cPedComments::Process()
case SFX_POLICE_HELI_28:
case SFX_POLICE_HELI_29:
#endif
- AudioManager.m_sQueueSample.m_MaxDistance = 400.0f;
+ AudioManager.m_sQueueSample.m_MaxDistance = PED_COMMENT_POLICE_HELI_MAX_DIST;
break;
default:
- AudioManager.m_sQueueSample.m_MaxDistance = 50.0f;
+ AudioManager.m_sQueueSample.m_MaxDistance = PED_COMMENT_MAX_DIST;
break;
}
AudioManager.m_sQueueSample.m_bStatic = TRUE;
@@ -6211,10 +6386,9 @@ cPedComments::Process()
#pragma endregion All the ped audio code
void
-cAudioManager::ProcessExplosions(int32 explosion)
+cAudioManager::ProcessExplosions(int32 id)
{
uint8 type;
- CVector *pos;
float distSquared;
for (uint8 i = 0; i < ARRAY_SIZE(gaExplosion); i++) {
@@ -6226,29 +6400,29 @@ cAudioManager::ProcessExplosions(int32 explosion)
case EXPLOSION_ROCKET:
case EXPLOSION_BARREL:
case EXPLOSION_TANK_GRENADE:
- m_sQueueSample.m_MaxDistance = 400.0f;
+ m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
m_sQueueSample.m_nPriority = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
break;
- case EXPLOSION_MOLOTOV:
- m_sQueueSample.m_MaxDistance = 200.0f;
- m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3;
- m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
- m_sQueueSample.m_nPriority = 0;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- break;
case EXPLOSION_MINE:
case EXPLOSION_HELI_BOMB:
- m_sQueueSample.m_MaxDistance = 300.0f;
+ m_sQueueSample.m_MaxDistance = EXPLOSION_MINE_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347;
m_sQueueSample.m_nPriority = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
break;
+ case EXPLOSION_MOLOTOV:
+ m_sQueueSample.m_MaxDistance = EXPLOSION_MOLOTOV_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
+ m_sQueueSample.m_nPriority = 0;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ break;
default:
- m_sQueueSample.m_MaxDistance = 400.0f;
+ m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
if (type == EXPLOSION_HELI)
@@ -6257,8 +6431,7 @@ cAudioManager::ProcessExplosions(int32 explosion)
m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA;
break;
}
- pos = CExplosion::GetExplosionPosition(i);
- m_sQueueSample.m_vecPos = *pos;
+ m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i);
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
@@ -6282,10 +6455,10 @@ cAudioManager::ProcessExplosions(int32 explosion)
}
void
-cAudioManager::ProcessFires(int32)
+cAudioManager::ProcessFires(int32 id)
{
CEntity *entity;
- uint8 emittingVol;
+ uint8 Vol;
float distSquared;
for (uint8 i = 0; i < NUM_FIRES; i++) {
@@ -6294,42 +6467,42 @@ cAudioManager::ProcessFires(int32)
if (entity) {
switch (entity->GetType()) {
case ENTITY_TYPE_BUILDING:
- m_sQueueSample.m_MaxDistance = 50.0f;
+ m_sQueueSample.m_MaxDistance = FIRE_BUILDING_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
- emittingVol = 100;
+ Vol = FIRE_BUILDING_VOLUME;
m_sQueueSample.m_nFrequency = 8 * SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE) / 10;
- m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
+ m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6);
m_sQueueSample.m_nPriority = 6;
break;
case ENTITY_TYPE_PED:
- m_sQueueSample.m_MaxDistance = 25.0f;
+ m_sQueueSample.m_MaxDistance = FIRE_PED_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE);
- emittingVol = 60;
- m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
+ Vol = FIRE_PED_VOLUME;
+ m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6);
m_sQueueSample.m_nPriority = 10;
break;
default:
- m_sQueueSample.m_MaxDistance = 50.0f;
+ m_sQueueSample.m_MaxDistance = FIRE_DEFAULT_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
- m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
- emittingVol = 80;
+ m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6);
+ Vol = FIRE_DEFAULT_VOLUME;
m_sQueueSample.m_nPriority = 8;
}
} else {
- m_sQueueSample.m_MaxDistance = 50.0f;
+ m_sQueueSample.m_MaxDistance = FIRE_DEFAULT_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
- m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
- emittingVol = 80;
+ m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6);
+ Vol = FIRE_DEFAULT_VOLUME;
m_sQueueSample.m_nPriority = 8;
}
m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
@@ -6338,7 +6511,7 @@ cAudioManager::ProcessFires(int32)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bStatic = FALSE;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -6350,26 +6523,24 @@ cAudioManager::ProcessFires(int32)
}
void
-cAudioManager::ProcessWaterCannon(int32)
+cAudioManager::ProcessWaterCannon(int32 id)
{
- const float SOUND_INTENSITY = 30.0f;
-
for (uint32 i = 0; i < NUM_WATERCANNONS; i++) {
if (CWaterCannons::aCannons[i].m_nId) {
m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(SOUND_INTENSITY)) {
+ if (distSquared < SQR(WATER_CANNON_MAX_DIST)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
#ifdef FIX_BUGS
- m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(WATER_CANNON_VOLUME, WATER_CANNON_MAX_DIST, m_sQueueSample.m_fDistance);
#else
- m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(WATER_CANNON_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
#endif
if (m_sQueueSample.m_nVolume > 0) {
#ifdef FIX_BUGS
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = WATER_CANNON_MAX_DIST;
#else
- m_sQueueSample.m_MaxDistance = SQR(SOUND_INTENSITY);
+ m_sQueueSample.m_MaxDistance = SQR(WATER_CANNON_MAX_DIST);
#endif
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
@@ -6381,7 +6552,7 @@ cAudioManager::ProcessWaterCannon(int32)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bStatic = FALSE;
- SET_EMITTING_VOLUME(50);
+ SET_EMITTING_VOLUME(WATER_CANNON_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -6393,9 +6564,6 @@ cAudioManager::ProcessWaterCannon(int32)
}
#pragma region SCRIPT_OBJECTS
-const int SCRIPT_OBJECT_INTENSITY_S = 30;
-const int SCRIPT_OBJECT_INTENSITY_L = 80;
-
void
cAudioManager::ProcessScriptObject(int32 id)
{
@@ -6413,123 +6581,14 @@ void
cAudioManager::ProcessOneShotScriptObject(uint8 sound)
{
CPlayerPed *playerPed;
- uint8 emittingVolume;
+ uint8 Vol;
float distSquared;
static uint8 iSound = 0;
switch (sound) {
- case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S:
- case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L:
- {
- cPedParams pedParams;
- pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
- SetupPedComments(pedParams, SOUND_INJURED_PED_MALE_OUCH);
- return;
- }
- case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S:
- case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L:
- {
- cPedParams pedParams;
- pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
- SetupPedComments(pedParams, SOUND_INJURED_PED_FEMALE);
- return;
- }
- case SCRIPT_SOUND_GATE_START_CLUNK:
- case SCRIPT_SOUND_GATE_STOP_CLUNK:
- m_sQueueSample.m_MaxDistance = 40.0f;
- m_sQueueSample.m_nSampleIndex = SFX_COL_GATE;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- if (sound == SCRIPT_SOUND_GATE_START_CLUNK)
- m_sQueueSample.m_nFrequency = 10600;
- else
- m_sQueueSample.m_nFrequency = 9000;
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- SET_SOUND_REFLECTION(TRUE);
- emittingVolume = RandomDisplacement(10) + 50;
- break;
- case SCRIPT_SOUND_BULLET_HIT_GROUND_1:
- case SCRIPT_SOUND_BULLET_HIT_GROUND_2:
- case SCRIPT_SOUND_BULLET_HIT_GROUND_3:
- m_sQueueSample.m_MaxDistance = 50.0f;
- m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
- m_sQueueSample.m_nPriority = 9;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- emittingVolume = m_anRandomTable[2] % 20 + 90;
- break;
- case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1:
- case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2:
- if (!SampleManager.IsSampleBankLoaded(SFX_BANK_TRAIN))
- return;
- m_sQueueSample.m_MaxDistance = 80.0f;
- m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE;
- m_sQueueSample.m_nBankIndex = SFX_BANK_TRAIN;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
- m_sQueueSample.m_nPriority = 0;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- break;
- case SCRIPT_SOUND_PAYPHONE_RINGING:
- m_sQueueSample.m_MaxDistance = 80.0f;
- m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- emittingVolume = 80;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING);
- m_sQueueSample.m_nPriority = 1;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- SET_SOUND_REFLECTION(FALSE);
- break;
- case SCRIPT_SOUND_GLASS_BREAK_L:
- m_sQueueSample.m_MaxDistance = 60.0f;
- m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- emittingVolume = 70;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- break;
- case SCRIPT_SOUND_GLASS_BREAK_S:
- m_sQueueSample.m_MaxDistance = 60.0f;
- m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- emittingVolume = 60;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- break;
- case SCRIPT_SOUND_GLASS_CRACK:
- m_sQueueSample.m_MaxDistance = 60.0f;
- m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- emittingVolume = 70;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- SET_SOUND_REFLECTION(TRUE);
- break;
- case SCRIPT_SOUND_GLASS_LIGHT_BREAK:
- m_sQueueSample.m_MaxDistance = 55.0f;
- m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000;
- m_sQueueSample.m_nPriority = 9;
- m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_bIs2D = FALSE;
- emittingVolume = RandomDisplacement(11) + 25;
- break;
case SCRIPT_SOUND_BOX_DESTROYED_1:
- m_sQueueSample.m_MaxDistance = 60.0f;
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_BOX_DESTROYED_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_WOODEN_BOX_SMASH;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600;
@@ -6537,10 +6596,10 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = FALSE;
SET_SOUND_REFLECTION(TRUE);
- emittingVolume = m_anRandomTable[2] % 20 + 80;
+ Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_BOX_DESTROYED_VOLUME;
break;
case SCRIPT_SOUND_BOX_DESTROYED_2:
- m_sQueueSample.m_MaxDistance = 60.0f;
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_BOX_DESTROYED_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_CARDBOARD_BOX_SMASH;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600;
@@ -6548,31 +6607,31 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = FALSE;
SET_SOUND_REFLECTION(TRUE);
- emittingVolume = m_anRandomTable[2] % 20 + 80;
+ Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_BOX_DESTROYED_VOLUME;
break;
case SCRIPT_SOUND_METAL_COLLISION:
- m_sQueueSample.m_MaxDistance = 60.0f;
+ m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 5 + SFX_COL_CAR_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = FALSE;
SET_SOUND_REFLECTION(TRUE);
- emittingVolume = m_anRandomTable[2] % 30 + 70;
+ Vol = m_anRandomTable[2] % 30 + SCRIPT_OBJECT_METAL_COLLISION_VOLUME;
break;
case SCRIPT_SOUND_TIRE_COLLISION:
- m_sQueueSample.m_MaxDistance = 60.0f;
+ m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = FALSE;
SET_SOUND_REFLECTION(TRUE);
- emittingVolume = m_anRandomTable[2] % 30 + 60;
+ Vol = m_anRandomTable[2] % 30 + SCRIPT_OBJECT_TIRE_COLLISION_VOLUME;
break;
case SCRIPT_SOUND_GUNSHELL_DROP:
playerPed = FindPlayerPed();
@@ -6603,21 +6662,130 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000;
m_sQueueSample.m_nPriority = 15;
}
- m_sQueueSample.m_MaxDistance = 20.0f;
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GUNSHELL_MAX_DIST;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = FALSE;
- emittingVolume = m_anRandomTable[2] % 20 + 30;
+ Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_GUNSHELL_VOLUME;
break;
case SCRIPT_SOUND_GUNSHELL_DROP_SOFT:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000;
m_sQueueSample.m_nPriority = 18;
- m_sQueueSample.m_MaxDistance = 20.0f;
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GUNSHELL_MAX_DIST;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = FALSE;
- emittingVolume = m_anRandomTable[2] % 20 + 30;
+ Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_GUNSHELL_VOLUME;
+ break;
+ case SCRIPT_SOUND_BULLET_HIT_GROUND_1:
+ case SCRIPT_SOUND_BULLET_HIT_GROUND_2:
+ case SCRIPT_SOUND_BULLET_HIT_GROUND_3:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_BULLET_HIT_GROUND_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
+ m_sQueueSample.m_nPriority = 9;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_BULLET_HIT_GROUND_VOLUME;
+ break;
+ case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1:
+ case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2:
+ if (!SampleManager.IsSampleBankLoaded(SFX_BANK_TRAIN))
+ return;
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_TRAIN;
+ Vol = SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
+ m_sQueueSample.m_nPriority = 0;
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ break;
+ case SCRIPT_SOUND_PAYPHONE_RINGING:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_PAYPHONE_RINGING_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ Vol = SCRIPT_OBJECT_PAYPHONE_RINGING_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING);
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ SET_SOUND_REFLECTION(FALSE);
+ break;
+ case SCRIPT_SOUND_GLASS_BREAK_L:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ Vol = SCRIPT_OBJECT_GLASS_BREAK_LONG_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ break;
+ case SCRIPT_SOUND_GLASS_BREAK_S:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ Vol = SCRIPT_OBJECT_GLASS_BREAK_SHORT_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ break;
+ case SCRIPT_SOUND_GLASS_CRACK:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ Vol = SCRIPT_OBJECT_GLASS_BREAK_LONG_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
+ m_sQueueSample.m_nPriority = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ SET_SOUND_REFLECTION(TRUE);
+ break;
+ case SCRIPT_SOUND_GLASS_LIGHT_BREAK:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_LIGHT_BREAK_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000;
+ m_sQueueSample.m_nPriority = 9;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ Vol = RandomDisplacement(11) + SCRIPT_OBJECT_GLASS_LIGHT_BREAK_VOLUME;
+ break;
+ case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S:
+ case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L:
+ {
+ cPedParams pedParams;
+ pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
+ SetupPedComments(pedParams, SOUND_INJURED_PED_MALE_OUCH);
+ return;
+ }
+ case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S:
+ case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L:
+ {
+ cPedParams pedParams;
+ pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
+ SetupPedComments(pedParams, SOUND_INJURED_PED_FEMALE);
+ return;
+ }
+ case SCRIPT_SOUND_GATE_START_CLUNK:
+ case SCRIPT_SOUND_GATE_STOP_CLUNK:
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GATE_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_COL_GATE;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ if (sound == SCRIPT_SOUND_GATE_START_CLUNK)
+ m_sQueueSample.m_nFrequency = 10600;
+ else
+ m_sQueueSample.m_nFrequency = 9000;
+ m_sQueueSample.m_nPriority = 1;
+ m_sQueueSample.m_fSpeedMultiplier = 0.0f;
+ m_sQueueSample.m_bIs2D = FALSE;
+ SET_SOUND_REFLECTION(TRUE);
+ Vol = RandomDisplacement(10) + 50;
break;
default:
return;
@@ -6626,12 +6794,12 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
- SET_EMITTING_VOLUME(emittingVolume);
+ SET_EMITTING_VOLUME(Vol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
AddSampleToRequestedQueue();
@@ -6642,583 +6810,480 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
void
cAudioManager::ProcessLoopingScriptObject(uint8 sound)
{
- uint8 emittingVolume;
+ uint8 Vol;
float distSquared;
+ float maxDistSquared;
switch (sound) {
- case SCRIPT_SOUND_PARTY_1_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
- m_sQueueSample.m_nPriority = 3;
+ case SCRIPT_SOUND_PORN_CINEMA_1_S:
+ case SCRIPT_SOUND_PORN_CINEMA_1_L:
+ case SCRIPT_SOUND_PORN_CINEMA_2_S:
+ case SCRIPT_SOUND_PORN_CINEMA_2_L:
+ case SCRIPT_SOUND_PORN_CINEMA_3_S:
+ case SCRIPT_SOUND_PORN_CINEMA_3_L:
+ case SCRIPT_SOUND_MISTY_SEX_S:
+ case SCRIPT_SOUND_MISTY_SEX_L:
+ ProcessPornCinema(sound);
+ return;
+ case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
+ case SCRIPT_SOUND_WORK_SHOP_LOOP_L:
+ ProcessWorkShopScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_SAWMILL_LOOP_S:
+ case SCRIPT_SOUND_SAWMILL_LOOP_L:
+ ProcessSawMillScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
+ case SCRIPT_SOUND_LAUNDERETTE_LOOP_L:
+ ProcessLaunderetteScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_SHOP_LOOP_S:
+ case SCRIPT_SOUND_SHOP_LOOP_L:
+ ProcessShopScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_AIRPORT_LOOP_S:
+ case SCRIPT_SOUND_AIRPORT_LOOP_L:
+ ProcessAirportScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_CINEMA_LOOP_S:
+ case SCRIPT_SOUND_CINEMA_LOOP_L:
+ ProcessCinemaScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_DOCKS_LOOP_S:
+ case SCRIPT_SOUND_DOCKS_LOOP_L:
+ ProcessDocksScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_HOME_LOOP_S:
+ case SCRIPT_SOUND_HOME_LOOP_L:
+ ProcessHomeScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
+ case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
+ ProcessPoliceCellBeatingScriptObject(sound);
+ return;
+ case SCRIPT_SOUND_BANK_ALARM_LOOP_L:
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto BankAlarm;
+ case SCRIPT_SOUND_BANK_ALARM_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+BankAlarm:
+ m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
+ Vol = SCRIPT_OBJECT_BANK_ALARM_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
+ m_sQueueSample.m_nPriority = 2;
+ m_sQueueSample.m_nFramesToPlay = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 2.0f;
+ break;
+ case SCRIPT_SOUND_POLICE_BALL_LOOP_L:
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto PoliceBall;
+ case SCRIPT_SOUND_POLICE_BALL_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+PoliceBall:
+ m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
+ m_sQueueSample.m_nPriority = 2;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_1_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party1;
+ case SCRIPT_SOUND_PARTY_1_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party1:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_2_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_2_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party2;
+ case SCRIPT_SOUND_PARTY_2_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party2:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_3_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_3_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party3;
+ case SCRIPT_SOUND_PARTY_3_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party3:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_4_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_4_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party4;
+ case SCRIPT_SOUND_PARTY_4_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party4:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_5_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_5_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party5;
+ case SCRIPT_SOUND_PARTY_5_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party5:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_6_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_6_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party6;
+ case SCRIPT_SOUND_PARTY_6_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party6:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_7_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_7_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party7;
+ case SCRIPT_SOUND_PARTY_7_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party7:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_8_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_8_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party8;
+ case SCRIPT_SOUND_PARTY_8_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party8:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_9_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_9_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party9;
+ case SCRIPT_SOUND_PARTY_9_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party9:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_10_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_10_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party10;
+ case SCRIPT_SOUND_PARTY_10_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party10:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_11_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_11_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party11;
+ case SCRIPT_SOUND_PARTY_11_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party11:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_12_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_12_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party12;
+ case SCRIPT_SOUND_PARTY_12_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party12:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_PARTY_13_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_PARTY_13_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party13;
+ case SCRIPT_SOUND_PARTY_13_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Party13:
m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto StripClub1;
+ case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+StripClub1:
m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
+ case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L:
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto StripClub2;
case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+StripClub2:
m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
- m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
+ case SCRIPT_SOUND_PARTY_1_LOOP:
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Party1; // BUG? Shouldn't this be Frankie piano?
+ case SCRIPT_SOUND_FRANKIE_PIANO:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+ m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PIANO_BAR;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
- case SCRIPT_SOUND_WORK_SHOP_LOOP_L:
- ProcessWorkShopScriptObject(sound);
- return;
- case SCRIPT_SOUND_SAWMILL_LOOP_S:
- case SCRIPT_SOUND_SAWMILL_LOOP_L:
- ProcessSawMillScriptObject(sound);
- return;
- case SCRIPT_SOUND_38:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY;
- emittingVolume = 110;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
- m_sQueueSample.m_nPriority = 6;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_39:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ case SCRIPT_SOUND_DOG_FOOD_FACTORY_L:
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto DogFoodFactory;
+ case SCRIPT_SOUND_DOG_FOOD_FACTORY_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+DogFoodFactory:
m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY;
- emittingVolume = 110;
+ Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
m_sQueueSample.m_nPriority = 6;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
- case SCRIPT_SOUND_LAUNDERETTE_LOOP_L:
- ProcessLaunderetteScriptObject(sound);
- return;
- case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN;
- emittingVolume = 110;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_CHINATOWN_RESTAURANT_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto ChinatownRestaurant;
+ case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+ChinatownRestaurant:
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN;
- emittingVolume = 110;
+ Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_CIPRIANI_RESAURANT_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY;
- emittingVolume = 110;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_CIPRIANI_RESAURANT_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto CiprianiRestaurant;
+ case SCRIPT_SOUND_CIPRIANI_RESAURANT_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+CiprianiRestaurant:
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY;
- emittingVolume = 110;
+ Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_46_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1;
- emittingVolume = 110;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_47_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto GenericRestaurant1;
+ case SCRIPT_SOUND_46_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+GenericRestaurant1:
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1;
- emittingVolume = 110;
+ Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_MARCO_BISTRO_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2;
- emittingVolume = 110;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_MARCO_BISTRO_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto GenericRestaurant2;
+ case SCRIPT_SOUND_MARCO_BISTRO_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+GenericRestaurant2:
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2;
- emittingVolume = 110;
+ Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_AIRPORT_LOOP_S:
- case SCRIPT_SOUND_AIRPORT_LOOP_L:
- ProcessAirportScriptObject(sound);
- return;
- case SCRIPT_SOUND_SHOP_LOOP_S:
- case SCRIPT_SOUND_SHOP_LOOP_L:
- ProcessShopScriptObject(sound);
- return;
- case SCRIPT_SOUND_CINEMA_LOOP_S:
- case SCRIPT_SOUND_CINEMA_LOOP_L:
- ProcessCinemaScriptObject(sound);
- return;
- case SCRIPT_SOUND_DOCKS_LOOP_S:
- case SCRIPT_SOUND_DOCKS_LOOP_L:
- ProcessDocksScriptObject(sound);
- return;
- case SCRIPT_SOUND_HOME_LOOP_S:
- case SCRIPT_SOUND_HOME_LOOP_L:
- ProcessHomeScriptObject(sound);
- return;
- case SCRIPT_SOUND_FRANKIE_PIANO:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PIANO_BAR;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_PARTY_1_LOOP:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
- m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_PORN_CINEMA_1_S:
- case SCRIPT_SOUND_PORN_CINEMA_1_L:
- case SCRIPT_SOUND_PORN_CINEMA_2_S:
- case SCRIPT_SOUND_PORN_CINEMA_2_L:
- case SCRIPT_SOUND_PORN_CINEMA_3_S:
- case SCRIPT_SOUND_PORN_CINEMA_3_L:
- case SCRIPT_SOUND_MISTY_SEX_S:
- case SCRIPT_SOUND_MISTY_SEX_L:
- ProcessPornCinema(sound);
- return;
- case SCRIPT_SOUND_BANK_ALARM_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
- emittingVolume = 90;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_BANK_ALARM_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
- m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
- emittingVolume = 90;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_POLICE_BALL_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_POLICE_BALL_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
- m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
- m_sQueueSample.m_nPriority = 2;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
- case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto RaveLoop;
+ case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+RaveLoop:
m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
- case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
- ProcessPoliceCellBeatingScriptObject(sound);
- return;
- case SCRIPT_SOUND_RAVE_1_LOOP_S:
- case SCRIPT_SOUND_RAVE_2_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_RAVE_1_LOOP_L:
case SCRIPT_SOUND_RAVE_2_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Rave1;
+ case SCRIPT_SOUND_RAVE_1_LOOP_S:
+ case SCRIPT_SOUND_RAVE_2_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Rave1:
m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
- case SCRIPT_SOUND_RAVE_3_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
- m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
- m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN;
- emittingVolume = MAX_VOLUME;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
- m_sQueueSample.m_nPriority = 3;
- m_sQueueSample.m_nFramesToPlay = 3;
- m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- break;
case SCRIPT_SOUND_RAVE_3_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
+ goto Rave3;
+ case SCRIPT_SOUND_RAVE_3_LOOP_S:
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
+Rave3:
m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN;
- emittingVolume = MAX_VOLUME;
+ Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PRETEND_FIRE_LOOP:
- m_sQueueSample.m_MaxDistance = 50.0f;
+ maxDistSquared = SQR(FIRE_DEFAULT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = FIRE_DEFAULT_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- emittingVolume = 80;
+ Vol = FIRE_DEFAULT_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nPriority = 8;
m_sQueueSample.m_nFramesToPlay = 10;
@@ -7229,16 +7294,16 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = TRUE;
- SET_EMITTING_VOLUME(emittingVolume);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
@@ -7249,59 +7314,69 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
void
cAudioManager::ProcessPornCinema(uint8 sound)
{
-
eSfxSample sample;
uint32 time;
int32 rand;
float distSquared;
+ float maxDistSquared;
switch (sound) {
case SCRIPT_SOUND_PORN_CINEMA_1_S:
case SCRIPT_SOUND_MISTY_SEX_S:
m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_1;
+ maxDistSquared = SQR(PORN_CINEMA_SHORT_MAX_DIST);
sample = SFX_PORN_1_GROAN_1;
- m_sQueueSample.m_MaxDistance = 20.0f;
+ m_sQueueSample.m_MaxDistance = PORN_CINEMA_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_PORN_CINEMA_1_L:
case SCRIPT_SOUND_MISTY_SEX_L:
m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_1;
+ maxDistSquared = SQR(PORN_CINEMA_LONG_MAX_DIST);
sample = SFX_PORN_1_GROAN_1;
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ m_sQueueSample.m_MaxDistance = PORN_CINEMA_LONG_MAX_DIST;
break;
case SCRIPT_SOUND_PORN_CINEMA_2_S:
m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_2;
+ maxDistSquared = SQR(PORN_CINEMA_SHORT_MAX_DIST);
sample = SFX_PORN_2_GROAN_1;
- m_sQueueSample.m_MaxDistance = 20.0f;
+ m_sQueueSample.m_MaxDistance = PORN_CINEMA_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_PORN_CINEMA_2_L:
m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_2;
+ maxDistSquared = SQR(PORN_CINEMA_LONG_MAX_DIST);
sample = SFX_PORN_2_GROAN_1;
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ m_sQueueSample.m_MaxDistance = PORN_CINEMA_LONG_MAX_DIST;
break;
case SCRIPT_SOUND_PORN_CINEMA_3_S:
m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_3;
- m_sQueueSample.m_MaxDistance = 20.0f;
+ maxDistSquared = SQR(PORN_CINEMA_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = PORN_CINEMA_SHORT_MAX_DIST;
sample = SFX_PORN_3_GROAN_1;
break;
case SCRIPT_SOUND_PORN_CINEMA_3_L:
m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_3;
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(PORN_CINEMA_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = PORN_CINEMA_LONG_MAX_DIST;
sample = SFX_PORN_3_GROAN_1;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
if (sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) {
- m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(PORN_CINEMA_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = 0;
@@ -7310,7 +7385,7 @@ cAudioManager::ProcessPornCinema(uint8 sound)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(MAX_VOLUME);
+ SET_EMITTING_VOLUME(PORN_CINEMA_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7320,12 +7395,12 @@ cAudioManager::ProcessPornCinema(uint8 sound)
time = CTimer::GetTimeInMilliseconds();
if (time > gPornNextTime) {
- m_sQueueSample.m_nVolume = ComputeVolume(90, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(PORN_CINEMA_MOAN_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + sample;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nCounter = rand + 1;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 1;
@@ -7333,7 +7408,7 @@ cAudioManager::ProcessPornCinema(uint8 sound)
m_sQueueSample.m_nPriority = 6;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
#ifdef FIX_BUGS
- SET_EMITTING_VOLUME(90);
+ SET_EMITTING_VOLUME(PORN_CINEMA_MOAN_VOLUME);
#endif
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
@@ -7349,19 +7424,25 @@ void
cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
{
float distSquared;
+ float maxDistSquared;
switch (sound) {
case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
case SCRIPT_SOUND_WORK_SHOP_LOOP_L:
- m_sQueueSample.m_MaxDistance = 20.0f;
+ maxDistSquared = SQR(WORK_SHOP_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = WORK_SHOP_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(WORK_SHOP_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_WORKSHOP;
@@ -7372,7 +7453,7 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(30);
+ SET_EMITTING_VOLUME(WORK_SHOP_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7384,22 +7465,27 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
void
cAudioManager::ProcessSawMillScriptObject(uint8 sound)
{
-
uint32 time;
float distSquared;
+ float maxDistSquared;
switch (sound) {
case SCRIPT_SOUND_SAWMILL_LOOP_S:
case SCRIPT_SOUND_SAWMILL_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(SAWMILL_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SAWMILL;
@@ -7410,7 +7496,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(30);
+ SET_EMITTING_VOLUME(SAWMILL_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7418,7 +7504,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
}
time = CTimer::GetTimeInMilliseconds();
if (time > gSawMillNextTime) {
- m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(SAWMILL_CUT_WOOD_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SAWMILL;
@@ -7430,7 +7516,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
#ifdef FIX_BUGS
- SET_EMITTING_VOLUME(70);
+ SET_EMITTING_VOLUME(SAWMILL_CUT_WOOD_VOLUME);
#endif
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
@@ -7445,18 +7531,25 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
void
cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
{
+ float maxDistSquared;
+
switch (sound) {
case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
case SCRIPT_SOUND_LAUNDERETTE_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(45, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(LAUNDERETTE_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_LAUNDERETTE;
@@ -7467,13 +7560,13 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(45);
+ SET_EMITTING_VOLUME(LAUNDERETTE_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
- m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(LAUNDERETTE_SONG_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_LAUNDERETTE;
@@ -7484,7 +7577,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(110);
+ SET_EMITTING_VOLUME(LAUNDERETTE_SONG_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7499,19 +7592,25 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
uint32 time;
int32 rand;
float distSquared;
+ float maxDistSquared;
switch (sound) {
case SCRIPT_SOUND_SHOP_LOOP_S:
case SCRIPT_SOUND_SHOP_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(SHOP_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SHOP;
@@ -7522,7 +7621,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nPriority = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(30);
+ SET_EMITTING_VOLUME(SHOP_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7530,7 +7629,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
}
time = CTimer::GetTimeInMilliseconds();
if (time > gShopNextTime) {
- m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(SHOP_TILL_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1;
@@ -7542,7 +7641,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(70);
+ SET_EMITTING_VOLUME(SHOP_TILL_VOLUME);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7556,24 +7655,31 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
void
cAudioManager::ProcessAirportScriptObject(uint8 sound)
{
+ float maxDistSquared;
static uint8 iSound = 0;
uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gAirportNextTime) {
switch (sound) {
case SCRIPT_SOUND_AIRPORT_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_AIRPORT_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(AIRPORT_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_AIRPORT;
@@ -7584,7 +7690,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(110);
+ SET_EMITTING_VOLUME(AIRPORT_VOLUME);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7598,7 +7704,8 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
void
cAudioManager::ProcessCinemaScriptObject(uint8 sound)
{
- uint8 rand;
+ float maxDistSquared;
+ uint8 Vol;
static uint8 iSound = 0;
@@ -7606,31 +7713,37 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
if (time > gCinemaNextTime) {
switch (sound) {
case SCRIPT_SOUND_CINEMA_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_CINEMA_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- rand = m_anRandomTable[0] % 90 + 30;
- m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ Vol = m_anRandomTable[0] % 90 + CINEMA_VOLUME;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CINEMA;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(rand);
+ SET_EMITTING_VOLUME(Vol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7645,8 +7758,9 @@ void
cAudioManager::ProcessDocksScriptObject(uint8 sound)
{
uint32 time;
- uint8 rand;
+ uint8 Vol;
float distSquared;
+ float maxDistSquared;
static uint8 iSound = 0;
@@ -7654,31 +7768,37 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
if (time > gDocksNextTime) {
switch (sound) {
case SCRIPT_SOUND_DOCKS_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_DOCKS_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- rand = m_anRandomTable[0] % 60 + 40;
- m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ Vol = m_anRandomTable[0] % 60 + DOCKS_VOLUME;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOCKS;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- SET_EMITTING_VOLUME(rand);
+ SET_EMITTING_VOLUME(Vol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7692,8 +7812,9 @@ void
cAudioManager::ProcessHomeScriptObject(uint8 sound)
{
uint32 time;
- uint8 rand;
+ uint8 Vol;
float dist;
+ float maxDistSquared;
static uint8 iSound = 0;
@@ -7701,31 +7822,37 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
if (time > gHomeNextTime) {
switch (sound) {
case SCRIPT_SOUND_HOME_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_HOME_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
dist = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (dist < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (dist < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(dist);
- rand = m_anRandomTable[0] % 30 + 40;
- m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ Vol = m_anRandomTable[0] % 30 + HOME_VOLUME;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_HOME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- SET_EMITTING_VOLUME(rand);
+ SET_EMITTING_VOLUME(Vol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(TRUE);
@@ -7740,43 +7867,50 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
{
uint32 time = CTimer::GetTimeInMilliseconds();
int32 sampleIndex;
- uint8 emittingVol;
+ uint8 Vol;
float distSquared;
+ float maxDistSquared;
static uint8 iSound = 0;
if (time > gCellNextTime) {
switch (sound) {
case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S;
+ maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
break;
case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
- m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L;
+ maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST);
+ m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST;
break;
default:
+#ifdef FIX_BUGS
return;
+#else
+ break;
+#endif
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
+ if (distSquared < maxDistSquared) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
if (m_FrameCounter & 1)
sampleIndex = (m_anRandomTable[1] & 3) + SFX_FIGHT_1;
else
sampleIndex = (m_anRandomTable[3] & 1) + SFX_BAT_HIT_LEFT;
m_sQueueSample.m_nSampleIndex = sampleIndex;
- emittingVol = m_anRandomTable[0] % 50 + 55;
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ Vol = m_anRandomTable[0] % 50 + POLICE_CELL_BEATING_VOLUME;
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nPriority = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
@@ -7795,31 +7929,31 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
void
cAudioManager::ProcessWeather(int32 id)
{
- uint8 vol;
+ uint8 Vol;
static uint8 iSound = 0;
if (m_asAudioEntities[id].m_AudioEvents > 0 && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
- if (m_asAudioEntities[id].m_afVolume[0] < 10.f) {
+ if (m_asAudioEntities[id].m_afVolume[0] < 10) {
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
- vol = (m_asAudioEntities[id].m_afVolume[0] * 10.0f * 0.1f);
- vol += 35;
+ Vol = (m_asAudioEntities[id].m_afVolume[0] * 10.0f * 0.1f);
+ Vol += 35;
} else {
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
- vol = ((m_asAudioEntities[id].m_afVolume[0] - 10.0f) * 10.0f * 0.1f);
- vol += 40;
+ Vol = ((m_asAudioEntities[id].m_afVolume[0] - 10.0f) * 10.0f * 0.1f);
+ Vol += 40;
}
- m_sQueueSample.m_nVolume = vol;
+ m_sQueueSample.m_nVolume = Vol;
if (TheCamera.SoundDistUp < 20.0f)
- m_sQueueSample.m_nVolume <<= 1;
+ m_sQueueSample.m_nVolume >>= 1;
if (iSound == 4)
iSound = 0;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nPriority = 0;
- m_sQueueSample.m_nPan = (m_anRandomTable[2] & 15) + 55;
+ m_sQueueSample.m_nPan = (m_anRandomTable[2] % 16) + 55;
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
@@ -7868,72 +8002,12 @@ cAudioManager::ProcessFrontEnd()
processedMission = FALSE;
frontendBank = 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;
- break;
- 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:
- // TODO: ps2 code
- 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;
- break;
- case SOUND_RACE_START_GO:
- m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
+ case SOUND_FRONTEND_RADIO_TURN_OFF:
+ case SOUND_FRONTEND_RADIO_CHANGE:
+ m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
break;
- case SOUND_PART_MISSION_COMPLETE:
- m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
- processedMission = TRUE;
+ case SOUND_HUD:
+ m_sQueueSample.m_nSampleIndex = SFX_INFO;
break;
case SOUND_FRONTEND_MENU_STARTING:
m_sQueueSample.m_nSampleIndex = SFX_START_BUTTON_LEFT;
@@ -7977,12 +8051,72 @@ cAudioManager::ProcessFrontEnd()
frontendBank = TRUE;
stereo = TRUE;
break;
- case SOUND_FRONTEND_RADIO_TURN_OFF:
- case SOUND_FRONTEND_RADIO_CHANGE:
- m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
+ case SOUND_RACE_START_GO:
+ m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
break;
- case SOUND_HUD:
- m_sQueueSample.m_nSampleIndex = SFX_INFO;
+ case SOUND_PART_MISSION_COMPLETE:
+ m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
+ processedMission = TRUE;
+ 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;
+ break;
+ case SOUND_PAGER:
+ // TODO: ps2 code
+ m_sQueueSample.m_nSampleIndex = SFX_PAGER;
+ break;
+ case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
+ m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
+ break;
+ case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
+ m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
+ 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_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_PICKUP_ERROR:
+ m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
+ processedPickup = TRUE;
+ stereo = TRUE;
+ 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;
default:
continue;
@@ -7999,17 +8133,16 @@ cAudioManager::ProcessFrontEnd()
}
sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
- if (sample == SFX_RAIN) {
+ if (sample == SFX_RAIN)
m_sQueueSample.m_nFrequency = 28509;
- } else if (sample == SFX_PICKUP_1_LEFT) {
+ 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
+ m_sQueueSample.m_nFrequency = 32000;
+ } else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- }
- m_sQueueSample.m_nVolume = 110;
+ m_sQueueSample.m_nVolume = FRONTEND_VOLUME;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
@@ -8040,16 +8173,15 @@ cAudioManager::ProcessCrane()
CCrane *crane = (CCrane *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity;
float distSquared;
bool8 distCalculated = FALSE;
- static const int intensity = 80;
if (crane) {
if (crane->m_nCraneStatus == CCrane::ACTIVATED) {
if (crane->m_nCraneState != CCrane::IDLE) {
m_sQueueSample.m_vecPos = crane->m_pCraneEntity->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(intensity)) {
+ if (distSquared < SQR(CRANE_MAX_DIST)) {
CalculateDistance(distCalculated, distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(100, 80.f, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(CRANE_VOLUME, CRANE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET;
@@ -8058,10 +8190,10 @@ cAudioManager::ProcessCrane()
m_sQueueSample.m_nPriority = 2;
m_sQueueSample.m_nFrequency = 6000;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(100);
+ SET_EMITTING_VOLUME(CRANE_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
- m_sQueueSample.m_MaxDistance = intensity;
+ m_sQueueSample.m_MaxDistance = CRANE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_bReverb = TRUE;
@@ -8087,32 +8219,29 @@ cAudioManager::ProcessCrane()
void
cAudioManager::ProcessProjectiles()
{
- const int rocketLauncherIntensity = 90;
- const int molotovIntensity = 30;
- const int molotovVolume = 50;
- uint8 emittingVol;
+ uint8 Vol;
for (uint8 i = 0; i < NUM_PROJECTILES; i++) {
if (CProjectileInfo::GetProjectileInfo(i)->m_bInUse) {
switch (CProjectileInfo::GetProjectileInfo(i)->m_eWeaponType) {
case WEAPONTYPE_ROCKETLAUNCHER:
- emittingVol = MAX_VOLUME;
- m_sQueueSample.m_MaxDistance = rocketLauncherIntensity;
+ Vol = PROJECTILE_ROCKET_VOLUME;
+ m_sQueueSample.m_MaxDistance = PROJECTILE_ROCKET_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY);
m_sQueueSample.m_nPriority = 3;
break;
case WEAPONTYPE_MOLOTOV:
- emittingVol = molotovVolume;
- m_sQueueSample.m_MaxDistance = molotovIntensity;
+ Vol = PROJECTILE_MOLOTOV_VOLUME;
+ m_sQueueSample.m_MaxDistance = PROJECTILE_MOLOTOV_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = 32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25;
m_sQueueSample.m_nPriority = 7;
break;
default:
- return;
+ continue;
}
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_nFramesToPlay = 3;
@@ -8120,12 +8249,12 @@ cAudioManager::ProcessProjectiles()
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(emittingVol);
+ SET_EMITTING_VOLUME(Vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = TRUE;
@@ -8140,8 +8269,6 @@ cAudioManager::ProcessProjectiles()
void
cAudioManager::ProcessGarages()
{
- const float SOUND_INTENSITY = 80.0f;
-
CEntity *entity;
uint8 state;
uint32 sampleIndex;
@@ -8164,12 +8291,11 @@ cAudioManager::ProcessGarages()
m_sQueueSample.m_vecPos = entity->GetPosition();
distCalculated = FALSE;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(SOUND_INTENSITY)) {
+ if (distSquared < SQR(GARAGES_MAX_DIST)) {
state = CGarages::aGarages[i].m_eGarageState;
- // while is here just to exit prematurely and avoid goto
- while (state == GS_OPENING || state == GS_CLOSING || state == GS_AFTERDROPOFF) {
+ if (state == GS_OPENING || state == GS_CLOSING || state == GS_AFTERDROPOFF) {
CalculateDistance(distCalculated, distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(90, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(GARAGES_VOLUME, GARAGES_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) {
if (CGarages::aGarages[i].m_eGarageState == GS_AFTERDROPOFF) {
@@ -8179,14 +8305,15 @@ cAudioManager::ProcessGarages()
else
sampleIndex = m_anRandomTable[2] % 6 + SFX_COL_CAR_PANEL_1;
m_sQueueSample.m_nSampleIndex = sampleIndex;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
- m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >> 1;
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_nCounter = iSound++;
if (iSound < 32)
iSound = 32;
- } else break; // premature exit to go straight to the for loop
+ } else
+ goto CheckGarageEvents; // premature exit to go straight to the for loop
} else {
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
m_sQueueSample.m_nFrequency = 6543;
@@ -8209,24 +8336,24 @@ cAudioManager::ProcessGarages()
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 3;
- SET_EMITTING_VOLUME(90);
+ SET_EMITTING_VOLUME(GARAGES_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = GARAGES_MAX_DIST;
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
- break;
}
}
+CheckGarageEvents:
for (j = 0; j < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; j++) {
switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[j]) {
case SOUND_GARAGE_DOOR_CLOSED:
case SOUND_GARAGE_DOOR_OPENED:
- if (distSquared < SQR(SOUND_INTENSITY)) {
+ if (distSquared < SQR(GARAGES_MAX_DIST)) {
CalculateDistance(distCalculated, distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(GARAGES_DOOR_VOLUME, GARAGES_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2;
@@ -8240,9 +8367,9 @@ cAudioManager::ProcessGarages()
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nPriority = 4;
- SET_EMITTING_VOLUME(60);
+ SET_EMITTING_VOLUME(GARAGES_DOOR_VOLUME);
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
- m_sQueueSample.m_MaxDistance = SOUND_INTENSITY;
+ m_sQueueSample.m_MaxDistance = GARAGES_MAX_DIST;
m_sQueueSample.m_bReverb = TRUE;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bStatic = TRUE;
@@ -8268,13 +8395,12 @@ cAudioManager::ProcessFireHydrant()
{
float distSquared;
bool8 distCalculated = FALSE;
- static const int intensity = 35;
- m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
+ m_sQueueSample.m_vecPos = ((CParticleObject*)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(intensity)) {
+ if (distSquared < SQR(FIRE_HYDRANT_MAX_DIST)) {
CalculateDistance(distCalculated, distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(40, 35.f, m_sQueueSample.m_fDistance);
+ m_sQueueSample.m_nVolume = ComputeVolume(FIRE_HYDRANT_VOLUME, FIRE_HYDRANT_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
@@ -8283,10 +8409,10 @@ cAudioManager::ProcessFireHydrant()
m_sQueueSample.m_nPriority = 4;
m_sQueueSample.m_nFrequency = 15591;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(40);
+ SET_EMITTING_VOLUME(FIRE_HYDRANT_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = intensity;
+ m_sQueueSample.m_MaxDistance = FIRE_HYDRANT_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_bReverb = TRUE;
@@ -8297,8 +8423,6 @@ cAudioManager::ProcessFireHydrant()
}
#pragma region BRIDGE
-const int bridgeIntensity = 400;
-
void
cAudioManager::ProcessBridge()
{
@@ -8308,7 +8432,7 @@ cAudioManager::ProcessBridge()
if (CBridge::pLiftRoad) {
m_sQueueSample.m_vecPos = CBridge::pLiftRoad->GetPosition();
dist = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (dist < SQR(450.0f)) {
+ if (dist < SQR(BRIDGE_MAX_DIST)) {
CalculateDistance(distCalculated, dist);
switch (CBridge::State) {
case STATE_BRIDGE_LOCKED:
@@ -8332,8 +8456,11 @@ cAudioManager::ProcessBridge()
void
cAudioManager::ProcessBridgeWarning()
{
- if (CStats::CommercialPassed && m_sQueueSample.m_fDistance < 450.f) {
- m_sQueueSample.m_nVolume = ComputeVolume(100, 450.f, m_sQueueSample.m_fDistance);
+ if (!CStats::CommercialPassed)
+ return;
+
+ if (m_sQueueSample.m_fDistance < BRIDGE_MAX_DIST) {
+ m_sQueueSample.m_nVolume = ComputeVolume(BRIDGE_WARNING_VOLUME, BRIDGE_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING;
@@ -8342,10 +8469,10 @@ cAudioManager::ProcessBridgeWarning()
m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING);
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(100);
+ SET_EMITTING_VOLUME(BRIDGE_WARNING_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = 450.0f;
+ m_sQueueSample.m_MaxDistance = BRIDGE_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 8;
m_sQueueSample.m_bReverb = FALSE;
@@ -8358,8 +8485,8 @@ cAudioManager::ProcessBridgeWarning()
void
cAudioManager::ProcessBridgeMotor()
{
- if (m_sQueueSample.m_fDistance < bridgeIntensity) {
- m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_fDistance < BRIDGE_MOTOR_MAX_DIST) {
+ m_sQueueSample.m_nVolume = ComputeVolume(BRIDGE_MOTOR_VOLUME, BRIDGE_MOTOR_MAX_DIST, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name
@@ -8368,10 +8495,10 @@ cAudioManager::ProcessBridgeMotor()
m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_nFrequency = 5500;
m_sQueueSample.m_nLoopCount = 0;
- SET_EMITTING_VOLUME(MAX_VOLUME);
+ SET_EMITTING_VOLUME(BRIDGE_MOTOR_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = bridgeIntensity;
+ m_sQueueSample.m_MaxDistance = BRIDGE_MOTOR_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 3;
m_sQueueSample.m_bReverb = FALSE;
@@ -8383,18 +8510,24 @@ cAudioManager::ProcessBridgeMotor()
void
cAudioManager::ProcessBridgeOneShots()
{
- if (CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP)
+ float maxDist;
+
+ if (CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP) {
+ maxDist = BRIDGE_MOTOR_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
- else if (CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN)
+ } else if (CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) {
+ maxDist = BRIDGE_MOTOR_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
- else if (CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP)
+ } else if (CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) {
+ maxDist = BRIDGE_MOTOR_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
- else if (CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP)
+ } else if (CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP) {
+ maxDist = BRIDGE_MOTOR_MAX_DIST;
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
- else return;
+ } else return;
- if (m_sQueueSample.m_fDistance < bridgeIntensity) {
- m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_fDistance < maxDist) {
+ m_sQueueSample.m_nVolume = ComputeVolume(BRIDGE_MOTOR_VOLUME, maxDist, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
@@ -8402,10 +8535,10 @@ cAudioManager::ProcessBridgeOneShots()
m_sQueueSample.m_nPriority = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopCount = 1;
- SET_EMITTING_VOLUME(MAX_VOLUME);
+ SET_EMITTING_VOLUME(BRIDGE_MOTOR_VOLUME);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_MaxDistance = bridgeIntensity;
+ m_sQueueSample.m_MaxDistance = maxDist;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_bReverb = FALSE;
SET_SOUND_REFLECTION(FALSE);
@@ -8420,10 +8553,10 @@ bool8 g_bMissionAudioLoadFailed;
struct MissionAudioData {
const char *m_pName;
- int32 m_nId;
+ uint32 m_nId;
};
-const MissionAudioData MissionAudioNameSfxAssoc[] = {
+Const MissionAudioData MissionAudioNameSfxAssoc[] = {
{"lib_a1", STREAMED_SOUND_MISSION_LIB_A1}, {"lib_a2", STREAMED_SOUND_MISSION_LIB_A2}, {"lib_a", STREAMED_SOUND_MISSION_LIB_A},
{"lib_b", STREAMED_SOUND_MISSION_LIB_B}, {"lib_c", STREAMED_SOUND_MISSION_LIB_C}, {"lib_d", STREAMED_SOUND_MISSION_LIB_D},
{"l2_a", STREAMED_SOUND_MISSION_L2_A}, {"j4t_1", STREAMED_SOUND_MISSION_J4T_1}, {"j4t_2", STREAMED_SOUND_MISSION_J4T_2},
@@ -8459,7 +8592,7 @@ const MissionAudioData MissionAudioNameSfxAssoc[] = {
{"t3_a", STREAMED_SOUND_MISSION_T3_A}, {"t3_b", STREAMED_SOUND_MISSION_T3_B}, {"t3_c", STREAMED_SOUND_MISSION_T3_C},
{"k1_b", STREAMED_SOUND_MISSION_K1_B}, {"c_1", STREAMED_SOUND_MISSION_CAT1}, {nil, 0}};
-int32
+uint32
FindMissionAudioSfx(const char *name)
{
for (uint32 i = 0; MissionAudioNameSfxAssoc[i].m_pName != nil; i++) {
@@ -8496,7 +8629,7 @@ void
cAudioManager::PreloadMissionAudio(Const char *name)
{
if (m_bIsInitialised) {
- int32 missionAudioSfx = FindMissionAudioSfx(name);
+ uint32 missionAudioSfx = FindMissionAudioSfx(name);
if (missionAudioSfx != NO_SAMPLE) {
m_nMissionAudioSampleIndex = missionAudioSfx;
m_nMissionAudioLoadingStatus = LOADING_STATUS_NOT_LOADED;
@@ -8543,7 +8676,7 @@ cAudioManager::IsMissionAudioSampleFinished()
if (m_bIsInitialised)
return m_nMissionAudioPlayStatus == PLAY_STATUS_FINISHED;
- static int32 cPretendFrame = 1;
+ static uint32 cPretendFrame = 1;
return (cPretendFrame++ & 63) == 0;
}
@@ -8566,7 +8699,7 @@ void
cAudioManager::ProcessMissionAudio()
{
float dist;
- uint8 emittingVol;
+ uint8 Vol;
uint8 pan;
float distSquared;
CVector vec;
@@ -8575,116 +8708,114 @@ cAudioManager::ProcessMissionAudio()
static uint8 nFramesUntilFailedLoad = 0;
static uint8 nFramesForPretendPlaying = 0;
- if (!m_bIsInitialised) return;
- if (m_nMissionAudioSampleIndex == NO_SAMPLE) return;
-
- switch (m_nMissionAudioLoadingStatus) {
- case LOADING_STATUS_NOT_LOADED:
- SampleManager.PreloadStreamedFile(m_nMissionAudioSampleIndex, 1);
- m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED;
- nFramesUntilFailedLoad = 0;
- break;
- case LOADING_STATUS_LOADED:
- if (!m_bIsMissionAudioAllowedToPlay)
- return;
- if (g_bMissionAudioLoadFailed) {
- if (m_bTimerJustReset) {
- ClearMissionAudio();
- SampleManager.StopStreamedFile(1);
+ if (m_bIsInitialised && m_nMissionAudioSampleIndex != NO_SAMPLE) {
+ switch (m_nMissionAudioLoadingStatus) {
+ case LOADING_STATUS_NOT_LOADED:
+ SampleManager.PreloadStreamedFile(m_nMissionAudioSampleIndex, 1);
+ m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED;
+ nFramesUntilFailedLoad = 0;
+ break;
+ case LOADING_STATUS_FAILED:
+ if (++nFramesUntilFailedLoad >= 90) {
nFramesForPretendPlaying = 0;
- nCheckPlayingDelay = 0;
+ g_bMissionAudioLoadFailed = TRUE;
nFramesUntilFailedLoad = 0;
- } else if (!m_bIsPaused) {
- if (++nFramesForPretendPlaying < 120) {
- m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING;
- } else {
- m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED;
- m_nMissionAudioSampleIndex = NO_SAMPLE;
+ m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED;
+ }
+ return;
+ default:
+ return;
+ case LOADING_STATUS_LOADED:
+ if (!m_bIsMissionAudioAllowedToPlay)
+ break;
+ if (g_bMissionAudioLoadFailed) {
+ if (m_bTimerJustReset) {
+ ClearMissionAudio();
+ SampleManager.StopStreamedFile(1);
+ nFramesForPretendPlaying = 0;
+ nCheckPlayingDelay = 0;
+ nFramesUntilFailedLoad = 0;
+ } else if (!m_bIsPaused) {
+ if (++nFramesForPretendPlaying >= 120) {
+ m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED;
+ m_nMissionAudioSampleIndex = NO_SAMPLE;
+ } else
+ m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING;
}
+ break;
}
- break;
- }
- switch (m_nMissionAudioPlayStatus) {
- case PLAY_STATUS_STOPPED:
- if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) {
- SetMissionScriptPoliceAudio(m_nMissionAudioSampleIndex);
- } else {
- if (m_bIsPaused)
- SampleManager.PauseStream(TRUE, 1);
- if (m_bIsMissionAudio2D) {
- SampleManager.SetStreamedVolumeAndPan(80, 63, TRUE, 1);
- } else {
- distSquared = GetDistanceSquared(m_vecMissionAudioPosition);
- if (distSquared >= SQR(50.0f)) {
- emittingVol = 0;
- pan = 63;
+ switch (m_nMissionAudioPlayStatus) {
+ case PLAY_STATUS_STOPPED:
+ if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex))
+ SetMissionScriptPoliceAudio(m_nMissionAudioSampleIndex);
+ else {
+ if (m_bIsPaused)
+ SampleManager.PauseStream(TRUE, 1);
+ if (m_bIsMissionAudio2D) {
+ SampleManager.SetStreamedVolumeAndPan(MISSION_AUDIO_VOLUME, 63, TRUE, 1);
} else {
- dist = Sqrt(distSquared);
- emittingVol = ComputeVolume(80, 50.0f, dist);
- TranslateEntity(&m_vecMissionAudioPosition, &vec);
- pan = ComputePan(50.f, &vec);
+ distSquared = GetDistanceSquared(m_vecMissionAudioPosition);
+ if (distSquared < SQR(MISSION_AUDIO_MAX_DIST)) {
+ dist = Sqrt(distSquared);
+ Vol = ComputeVolume(MISSION_AUDIO_VOLUME, MISSION_AUDIO_MAX_DIST, dist);
+ TranslateEntity(&m_vecMissionAudioPosition, &vec);
+ pan = ComputePan(MISSION_AUDIO_MAX_DIST, &vec);
+ } else {
+ Vol = 0;
+ pan = 63;
+ }
+ SampleManager.SetStreamedVolumeAndPan(Vol, pan, TRUE, 1);
}
- SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, TRUE, 1);
+ SampleManager.StartPreloadedStreamedFile(1);
}
- SampleManager.StartPreloadedStreamedFile(1);
- }
- m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING;
- nCheckPlayingDelay = 30;
- break;
- case PLAY_STATUS_PLAYING:
- if (m_bTimerJustReset) {
- ClearMissionAudio();
- SampleManager.StopStreamedFile(1);
+ m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING;
+ nCheckPlayingDelay = 30;
break;
- }
- if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) {
- if (!m_bIsPaused) {
- if (nCheckPlayingDelay > 0) {
- nCheckPlayingDelay--;
- } else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED || m_nMissionAudioFramesToPlay-- == 0) {
+ case PLAY_STATUS_PLAYING:
+ if (m_bTimerJustReset) {
+ ClearMissionAudio();
+ SampleManager.StopStreamedFile(1);
+ return;
+ }
+ if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) {
+ if (!m_bIsPaused) {
+ if (nCheckPlayingDelay > 0) {
+ nCheckPlayingDelay--;
+ } else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED || m_nMissionAudioFramesToPlay-- == 0) {
+ m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED;
+ m_nMissionAudioSampleIndex = NO_SAMPLE;
+ SampleManager.StopStreamedFile(1);
+ m_nMissionAudioFramesToPlay = 0;
+ }
+ }
+ } else if (m_bIsMissionAudioPlaying) {
+ if (!SampleManager.IsStreamPlaying(1) && !m_bIsPaused && !m_bWasPaused) {
m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED;
m_nMissionAudioSampleIndex = NO_SAMPLE;
SampleManager.StopStreamedFile(1);
m_nMissionAudioFramesToPlay = 0;
+ } else {
+ if (m_bIsPaused)
+ SampleManager.PauseStream(TRUE, 1);
+ else
+ SampleManager.PauseStream(FALSE, 1);
}
- }
- } else if (m_bIsMissionAudioPlaying) {
- if (SampleManager.IsStreamPlaying(1) || m_bIsPaused || m_bWasPaused) {
- if (m_bIsPaused)
- SampleManager.PauseStream(TRUE, 1);
- else
- SampleManager.PauseStream(FALSE, 1);
} else {
- m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED;
- m_nMissionAudioSampleIndex = NO_SAMPLE;
- SampleManager.StopStreamedFile(1);
- m_nMissionAudioFramesToPlay = 0;
- }
- } else {
- if (m_bIsPaused)
- break;
- if (nCheckPlayingDelay--) {
- if (!SampleManager.IsStreamPlaying(1))
+ if (m_bIsPaused)
break;
- nCheckPlayingDelay = 0;
+ if (nCheckPlayingDelay-- > 0) {
+ if (!SampleManager.IsStreamPlaying(1))
+ break;
+ nCheckPlayingDelay = 0;
+ }
+ m_bIsMissionAudioPlaying = TRUE;
}
- m_bIsMissionAudioPlaying = TRUE;
+ break;
+ default:
+ break;
}
break;
- default:
- break;
- }
- break;
- case LOADING_STATUS_FAILED:
- if (++nFramesUntilFailedLoad >= 90) {
- nFramesForPretendPlaying = 0;
- g_bMissionAudioLoadFailed = TRUE;
- nFramesUntilFailedLoad = 0;
- m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED;
}
- break;
- default:
- break;
}
}
#pragma endregion All the mission audio stuff