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-rw-r--r--src/audio/AudioLogic.cpp162
1 files changed, 81 insertions, 81 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 0a859518..c8dbe2ff 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -8131,83 +8131,6 @@ cAudioManager::ProcessWaterCannon(int32)
}
}
-//positon of arcade machines
-CVector aVecExtraSoundPosition[] = { CVector(-1042.546f, 88.794f, 11.324f), CVector(-1004.476f, 181.697f, 11.324f) };
-
-void
-cAudioManager::ProcessExtraSounds()
-{
- //const float SOUND_INTENSITY = 18.0f;
- //const uint8 EMITTING_VOLUME = 50;
-
- //float distance;
-
- //for (int i = 0; i < ARRAY_SIZE(aVecExtraSoundPosition); i++) {
- // m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
- // distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
- // if (distance < SQR(SOUND_INTENSITY)) {
- // m_sQueueSample.m_fDistance = Sqrt(distance);
- // m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- // if (m_sQueueSample.m_nVolume != 0) {
- // m_sQueueSample.m_nCounter = i;
- // m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
- // m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- // m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
- // m_sQueueSample.m_bIs2D = FALSE;
- // m_sQueueSample.m_nLoopCount = 0;
- // m_sQueueSample.m_bReleasingSoundFlag = FALSE;
- // m_sQueueSample.m_nReleasingVolumeModificator = 4;
- // m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- // m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
- // SET_LOOP_OFFSETS(SFX_ARCADE)
- // m_sQueueSample.m_bReverbFlag = TRUE;
- // m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
- // m_sQueueSample.m_bRequireReflection = FALSE;
- // m_sQueueSample.m_nReleasingVolumeDivider = 3;
- // AddSampleToRequestedQueue();
- // }
- // }
- //}
-}
-
-void
-cAudioManager::ProcessEscalators()
-{
- const float SOUND_INTENSITY = 30.0f;
- const uint8 EMITTING_VOLUME = 26;
-
- float distance;
-
- for (int i = 0; i < CEscalators::NumEscalators; i++) {
- if (!CEscalators::GetEscalator(i).IsActive())
- continue;
- m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
- distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distance < SQR(SOUND_INTENSITY)) {
- m_sQueueSample.m_fDistance = Sqrt(distance);
- m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
- if (m_sQueueSample.m_nVolume != 0) {
- m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
- m_sQueueSample.m_nBankIndex = SFX_BANK_0;
- m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
- m_sQueueSample.m_nReleasingVolumeModificator = 3;
- m_sQueueSample.m_fSpeedMultiplier = 3.0f;
- m_sQueueSample.m_nReleasingVolumeDivider = 5;
- m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
- m_sQueueSample.m_nCounter = i;
- m_sQueueSample.m_bIs2D = FALSE;
- m_sQueueSample.m_nLoopCount = 0;
- m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
- SET_LOOP_OFFSETS(SFX_BOAT_V12_LOOP)
- m_sQueueSample.m_bReverbFlag = TRUE;
- m_sQueueSample.m_bReleasingSoundFlag = FALSE;
- m_sQueueSample.m_bRequireReflection = FALSE;
- AddSampleToRequestedQueue();
- }
- }
- }
-}
-
#pragma region SCRIPT_OBJECTS
const int SCRIPT_OBJECT_INTENSITY_S = 30;
const int SCRIPT_OBJECT_INTENSITY_L = 80;
@@ -9126,6 +9049,83 @@ cAudioManager::ProcessProjectiles()
}
void
+cAudioManager::ProcessEscalators()
+{
+ const float SOUND_INTENSITY = 30.0f;
+ const uint8 EMITTING_VOLUME = 26;
+
+ float distance;
+
+ for (int i = 0; i < CEscalators::NumEscalators; i++) {
+ if (!CEscalators::GetEscalator(i).IsActive())
+ continue;
+ m_sQueueSample.m_vecPos = CEscalators::GetEscalator(i).GetPosition();
+ distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
+ if (distance < SQR(SOUND_INTENSITY)) {
+ m_sQueueSample.m_fDistance = Sqrt(distance);
+ m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ if (m_sQueueSample.m_nVolume != 0) {
+ m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP;
+ m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973;
+ m_sQueueSample.m_nReleasingVolumeModificator = 3;
+ m_sQueueSample.m_fSpeedMultiplier = 3.0f;
+ m_sQueueSample.m_nReleasingVolumeDivider = 5;
+ m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
+ m_sQueueSample.m_nCounter = i;
+ m_sQueueSample.m_bIs2D = FALSE;
+ m_sQueueSample.m_nLoopCount = 0;
+ m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
+ SET_LOOP_OFFSETS(SFX_BOAT_V12_LOOP)
+ m_sQueueSample.m_bReverbFlag = TRUE;
+ m_sQueueSample.m_bReleasingSoundFlag = FALSE;
+ m_sQueueSample.m_bRequireReflection = FALSE;
+ AddSampleToRequestedQueue();
+ }
+ }
+ }
+}
+
+//positon of arcade machines
+CVector aVecExtraSoundPosition[] = { CVector(-1042.546f, 88.794f, 11.324f), CVector(-1004.476f, 181.697f, 11.324f) };
+
+void
+cAudioManager::ProcessExtraSounds()
+{
+ //const float SOUND_INTENSITY = 18.0f;
+ //const uint8 EMITTING_VOLUME = 50;
+
+ //float distance;
+
+ //for (int i = 0; i < ARRAY_SIZE(aVecExtraSoundPosition); i++) {
+ // m_sQueueSample.m_vecPos = aVecExtraSoundPosition[i];
+ // distance = GetDistanceSquared(m_sQueueSample.m_vecPos);
+ // if (distance < SQR(SOUND_INTENSITY)) {
+ // m_sQueueSample.m_fDistance = Sqrt(distance);
+ // m_sQueueSample.m_nVolume = ComputeVolume(EMITTING_VOLUME, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
+ // if (m_sQueueSample.m_nVolume != 0) {
+ // m_sQueueSample.m_nCounter = i;
+ // m_sQueueSample.m_nSampleIndex = SFX_ARCADE;
+ // m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ // m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE);
+ // m_sQueueSample.m_bIs2D = FALSE;
+ // m_sQueueSample.m_nLoopCount = 0;
+ // m_sQueueSample.m_bReleasingSoundFlag = FALSE;
+ // m_sQueueSample.m_nReleasingVolumeModificator = 4;
+ // m_sQueueSample.m_fSpeedMultiplier = 3.0f;
+ // m_sQueueSample.m_nEmittingVolume = EMITTING_VOLUME;
+ // SET_LOOP_OFFSETS(SFX_ARCADE)
+ // m_sQueueSample.m_bReverbFlag = TRUE;
+ // m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
+ // m_sQueueSample.m_bRequireReflection = FALSE;
+ // m_sQueueSample.m_nReleasingVolumeDivider = 3;
+ // AddSampleToRequestedQueue();
+ // }
+ // }
+ //}
+}
+
+void
cAudioManager::ProcessGarages()
{
const float SOUND_INTENSITY = 80.0f;
@@ -11292,7 +11292,7 @@ FindMissionAudioSfx(const char *name)
}
bool8
-cAudioManager::MissionScriptAudioUsesPoliceChannel(int32 soundMission) const
+cAudioManager::MissionScriptAudioUsesPoliceChannel(uint32 soundMission)
{
return FALSE;
}
@@ -11319,7 +11319,7 @@ cAudioManager::PreloadMissionAudio(uint8 slot, Const char *name)
}
uint8
-cAudioManager::GetMissionAudioLoadingStatus(uint8 slot) const
+cAudioManager::GetMissionAudioLoadingStatus(uint8 slot)
{
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS)
return m_sMissionAudio.m_nLoadingStatus[slot];
@@ -11345,7 +11345,7 @@ cAudioManager::PlayLoadedMissionAudio(uint8 slot)
}
bool8
-cAudioManager::ShouldDuckMissionAudio(uint8 slot) const
+cAudioManager::ShouldDuckMissionAudio(uint8 slot)
{
//if (IsMissionAudioSamplePlaying(slot))
// return m_sMissionAudio.m_nSampleIndex[slot] != STREAMED_SOUND_MISSION_ROK2_01;
@@ -11353,7 +11353,7 @@ cAudioManager::ShouldDuckMissionAudio(uint8 slot) const
}
bool8
-cAudioManager::IsMissionAudioSamplePlaying(uint8 slot) const
+cAudioManager::IsMissionAudioSamplePlaying(uint8 slot)
{
if (m_bIsInitialised) {
if (slot < MISSION_AUDIO_SLOTS)