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author | Filip Gawin <filip.gawin@zoho.com> | 2020-12-22 14:53:45 +0100 |
---|---|---|
committer | Filip Gawin <filip.gawin@zoho.com> | 2020-12-22 14:53:45 +0100 |
commit | 35473e653d1b7e99c0ad68c07ff5ba6933c477f6 (patch) | |
tree | d40a29f063d902d0709176058e59656d2e72bb94 /src/audio/AudioLogic.cpp | |
parent | Merge pull request #891 from Nick007J/miami (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioLogic.cpp | 325 |
1 files changed, 197 insertions, 128 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 69c17c28..452c3936 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -317,7 +317,6 @@ cAudioManager::ProcessPlayerMood() return; } - //lastMissionPassedTime = CTheScripts::GetLastMissionPassedTime(); if (lastMissionPassedTime != -1) { if (curTime < lastMissionPassedTime) { lastMissionPassedTime = curTime; @@ -1568,29 +1567,12 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sampl } void -cAudioManager::ProcessCesna(cVehicleParams& params) +cAudioManager::ProcessCesna(cVehicleParams ¶ms) { - static uint8 nAccel = 0; - - //((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus(); - - if (FindPlayerVehicle() == params.m_pVehicle) { - if (params.m_nIndex == DODO) { - if (Pads[0].GetAccelerate() <= 0) { - 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); - } - } else if (params.m_nIndex == DODO) { - AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true); - } else if (params.m_fDistance < SQR(200)) { + if(params.m_fDistance < SQR(200)) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume != 0) { + if(m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 52; m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; @@ -1602,28 +1584,28 @@ cAudioManager::ProcessCesna(cVehicleParams& params) m_sQueueSample.m_nEmittingVolume = 80; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_fSpeedMultiplier = 8.0f; + m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = 200.0f; m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bRequireReflection = false; AddSampleToRequestedQueue(); } - if (params.m_fDistance < SQR(90)) { + if(params.m_fDistance < SQR(90)) { m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume != 0) { + if(m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nFrequency = 25000; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nReleasingVolumeDivider = 4; m_sQueueSample.m_nEmittingVolume = 80; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_fSpeedMultiplier = 8.0f; + m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = 90.0f; m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_bReverbFlag = true; @@ -3271,7 +3253,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) static uint16 LastAccel = 0; static uint8 LastVol = 0; - static const int intensity = 50; + static const int intensity = 90; if (params.m_fDistance < SQR(intensity)) { boat = (CBoat *)params.m_pVehicle; @@ -3432,7 +3414,7 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params) m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_fSoundIntensity = 50.0f; m_sQueueSample.m_bReleasingSoundFlag = false; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 6; m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bRequireReflection = false; AddSampleToRequestedQueue(); @@ -3880,8 +3862,8 @@ cAudioManager::ProcessJumbo(cVehicleParams& params) CPlane *plane; float position; - //if (params.m_fDistance >= SQR(440)) - // return; + if (params.m_fDistance >= SQR(440)) + return; CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); plane = (CPlane*)params.m_pVehicle; @@ -4083,27 +4065,26 @@ bool cAudioManager::SetupJumboFlySound(uint8 emittingVol) { const float SOUND_INTENSITY = 440.0f; - if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY) - return false; + 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_nSampleIndex = SFX_JUMBO_DIST_FLY; + 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_nReleasingVolumeModificator = 1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY); + m_sQueueSample.m_nLoopCount = 0; + m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = false; + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_bReverbFlag = true; + m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_nReleasingVolumeDivider = 5; - m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_bReverbFlag = true; + m_sQueueSample.m_bRequireReflection = false; // todo port fix to re3 AddSampleToRequestedQueue(); } return true; @@ -4149,7 +4130,7 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol) int32 cAudioManager::GetJumboTaxiFreq() const { - return (60.833f * m_sQueueSample.m_fDistance) + 22050; + return (1.f / 180 * 10950 * m_sQueueSample.m_fDistance) + 22050; // todo port fix to re3 } #pragma endregion Some jumbo crap @@ -5449,7 +5430,7 @@ cAudioManager::GetPlayerTalkSfx(CPed *ped, int16 sound) { uint32 sfx; - if(this->m_bIsPlayerShutUp) return NO_SAMPLE; + if(m_bIsPlayerShutUp) return NO_SAMPLE; switch(sound) { case SOUND_PED_DEATH: return 9796; case SOUND_PED_DAMAGE: @@ -8466,116 +8447,204 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) uint8 emittingVolume; float distSquared; - switch (sound) { - /*case SCRIPT_SOUND_PARTY_1_LOOP_S: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + switch(sound) { + case SCRIPT_SOUND_BANK_ALARM_LOOP: + m_sQueueSample.m_fSoundIntensity = 80.0f; + m_sQueueSample.m_nSampleIndex = SFX_BUILDINGS_BANK_ALARM; + m_sQueueSample.m_nBankIndex = 0; + emittingVolume = 90; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDINGS_BANK_ALARM); + m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nReleasingVolumeDivider = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_1_LOOP_L: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); + case SCRIPT_SOUND_POLICE_CELL_DOOR_SLIDING_LOOP: + case SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP: + m_sQueueSample.m_fSoundIntensity = 80.0f; + m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP; + m_sQueueSample.m_nBankIndex = 0; + emittingVolume = 90; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GARAGE_DOOR_LOOP); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nReleasingVolumeDivider = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_2_LOOP_S: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_2; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_2; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + case SCRIPT_SOUND_SNORING_LOOP: + m_sQueueSample.m_fSoundIntensity = 6.0f; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_SNORE; + m_sQueueSample.m_nBankIndex = 0; + emittingVolume = 25; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDING_SNORE); + m_sQueueSample.m_nReleasingVolumeModificator = 6; m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_fSpeedMultiplier = 3.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_2_LOOP_L: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_2; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_2; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP: + m_sQueueSample.m_fSoundIntensity = 40.0f; + m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET; + m_sQueueSample.m_nBankIndex = 0; + emittingVolume = 60; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TANK_TURRET); + m_sQueueSample.m_nReleasingVolumeModificator = 4; m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_fSpeedMultiplier = 2.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_3_LOOP_S: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_3; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_3; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3); + case SCRIPT_SOUND_NEW_BUILDING_BAR_1: + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_1; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_3_LOOP_L: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_3; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_3; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3); + case SCRIPT_SOUND_NEW_BUILDING_BAR_2: + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_2; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_4_LOOP_S: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_4; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_4; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4); + case SCRIPT_SOUND_NEW_BUILDING_BAR_3: + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_3; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_4_LOOP_L: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_4; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_4; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4); + case SCRIPT_SOUND_NEW_BUILDING_BAR_4: + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_4; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PARTY_1_LOOP: - m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0;//SAMPLEBANK_BUILDING_CLUB_1; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); + case SCRIPT_SOUND_NEW_BUILDING_MALIBU_1: + if(MusicManager.m_nPlayingTrack == 18) return; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL1; + m_sQueueSample.m_nBankIndex = 0; + MusicManager.SetMalibuClubTrackPos(40); + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; break; - case SCRIPT_SOUND_PRETEND_FIRE_LOOP: - m_sQueueSample.m_fSoundIntensity = 50.0f; - m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - emittingVolume = 80; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); - m_sQueueSample.m_nReleasingVolumeModificator = 8; - m_sQueueSample.m_nReleasingVolumeDivider = 10; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break;*/ - default: - return; + case SCRIPT_SOUND_NEW_BUILDING_MALIBU_2: + if(MusicManager.m_nPlayingTrack == 18) return; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL2; + m_sQueueSample.m_nBankIndex = 0; + MusicManager.SetMalibuClubTrackPos(41); + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; + break; + case SCRIPT_SOUND_NEW_BUILDING_MALIBU_3: + if(MusicManager.m_nPlayingTrack == 18) return; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL3; + m_sQueueSample.m_nBankIndex = 0; + MusicManager.SetMalibuClubTrackPos(42); + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; + break; + case SCRIPT_SOUND_NEW_BUILDING_STRIP_1: + if(MusicManager.m_nPlayingTrack == 17) return; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR1; + m_sQueueSample.m_nBankIndex = 0; + MusicManager.SetStripClubTrackPos(43); + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; + break; + case SCRIPT_SOUND_NEW_BUILDING_STRIP_2: + if(MusicManager.m_nPlayingTrack == 17) return; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR2; + m_sQueueSample.m_nBankIndex = 0; + MusicManager.SetStripClubTrackPos(44); + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; + break; + case SCRIPT_SOUND_NEW_BUILDING_STRIP_3: + if(MusicManager.m_nPlayingTrack == 17) return; + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR3; + m_sQueueSample.m_nBankIndex = 0; + MusicManager.SetStripClubTrackPos(45); + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; + break; + case SCRIPT_SOUND_NEW_BUILDING_CHURCH: + m_sQueueSample.m_nSampleIndex = SFX_BUILDING_CHURCH; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_fSoundIntensity = 80.0; + emittingVolume = 127; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_fSpeedMultiplier = 4.0; + m_sQueueSample.m_bIs2D = 0; + break; + case SCRIPT_SOUND_NEW_WATERFALL: + emittingVolume = 30; + m_sQueueSample.m_fSoundIntensity = 80.0; + m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_nFrequency = 20812; + m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_nReleasingVolumeDivider = 9; + m_sQueueSample.m_fSpeedMultiplier = 2.0; + m_sQueueSample.m_bIs2D = 0; + break; + default: return; } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { - m_sQueueSample.m_fDistance = Sqrt(distSquared); + if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { + m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume != 0) { + if(m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nLoopCount = 0; @@ -9941,7 +10010,7 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot) } break; case LOADING_STATUS_FAILED: - if (++nFramesUntilFailedLoad[slot] >= 90) { + if (++nFramesUntilFailedLoad[slot] >= 120) { nFramesForPretendPlaying[slot] = 0; g_bMissionAudioLoadFailed[slot] = true; nFramesUntilFailedLoad[slot] = 0; |