diff options
-rw-r--r-- | src/audio/AudioLogic.cpp | 23 | ||||
-rw-r--r-- | src/audio/AudioManager.cpp | 4 | ||||
-rw-r--r-- | src/audio/AudioManager.h | 61 |
3 files changed, 36 insertions, 52 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 9a8dda28..bf99f991 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -46,16 +46,6 @@ const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples); const int policeChannel = channels + 1; const int allChannels = channels + 2; -uint32 gPornNextTime; -uint32 gSawMillNextTime; -uint32 gShopNextTime; -uint32 gAirportNextTime; -uint32 gCinemaNextTime; -uint32 gDocksNextTime; -uint32 gHomeNextTime; -uint32 gCellNextTime; -uint32 gNextCryTime; - enum PLAY_STATUS : uint8 { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED }; enum LOADING_STATUS : uint8 { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_FAILED }; @@ -187,7 +177,11 @@ cAudioManager::PostInitialiseGameSpecificSetup() field_5538 = 127; ResetAudioLogicTimers(CTimer::GetTimeInMilliseconds()); + m_bIsPlayerShutUp = false; + m_nPlayerMood = 0; + m_nPlayerMoodTimer = 0; } + void cAudioManager::PreTerminateGameSpecificShutdown() { @@ -240,15 +234,6 @@ cAudioManager::PostTerminateGameSpecificShutdown() void cAudioManager::ResetAudioLogicTimers(uint32 timer) { - gPornNextTime = timer; - gNextCryTime = timer; - gSawMillNextTime = timer; - gCellNextTime = timer; - gShopNextTime = timer; - gHomeNextTime = timer; - gAirportNextTime = timer; - gDocksNextTime = timer; - gCinemaNextTime = timer; for (int32 i = 0; i < m_nAudioEntitiesTotal; i++) { if (m_asAudioEntities[m_anAudioEntityIndices[i]].m_nType == AUDIOTYPE_PHYSICAL) { CPed *ped = (CPed *)m_asAudioEntities[m_anAudioEntityIndices[i]].m_pEntity; diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index 93ac8857..d2a85285 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -432,7 +432,7 @@ cAudioManager::IsAudioInitialised() const void cAudioManager::ServiceSoundEffects() { - field_5554++; + m_FrameCounter++; m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0; if (m_nUserPause && !m_nPreviousUserPause) { for (int32 i = 0; i < allChannels; i++) @@ -771,7 +771,7 @@ cAudioManager::ProcessActiveQueues() sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) { if (sample.m_nLoopCount) { - if (field_5554 & 1) { + if (m_FrameCounter & 1) { if (!(j & 1)) { flag = false; } else { diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index a43b4309..d2f9bc94 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -226,14 +226,13 @@ public: uint8 m_nUserPause; uint8 m_nPreviousUserPause; uint32 m_FrameCounter; - uint32 field_5554; cAudioManager(); ~cAudioManager(); // getters - uint32 GetFrameCounter() const { return m_FrameCounter; } - float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } + uint32 GetFrameCounter() const { return m_FrameCounter; } // done + float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; } int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; } bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; } @@ -250,7 +249,7 @@ public: void CalculateDistance(bool &condition, float dist); // done bool CheckForAnAudioFileOnCD() const; // done void ClearActiveSamples(); // done - void ClearMissionAudio(uint8 slot); // done + void ClearMissionAudio(uint8 slot); // done (inlined in vc) void ClearRequestedQueue(); // done (inlined in vc) uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done int32 ComputePan(float, CVector *); // done @@ -266,7 +265,7 @@ public: // TODO: miami // end of functions returning talk sfx - void GenerateIntegerRandomNumberTable(); + void GenerateIntegerRandomNumberTable(); // done char *Get3DProviderName(uint8 id) const; uint8 GetCDAudioDriveLetter() const; int8 GetCurrent3DProviderIndex() const; @@ -290,24 +289,24 @@ public: void InitialisePoliceRadio(); void InitialisePoliceRadioZones(); void InterrogateAudioEntities(); // done - bool IsAudioInitialised() const; - bool IsMissionAudioSampleFinished(uint8 slot); + bool IsAudioInitialised() const; // done + bool IsMissionAudioSampleFinished(uint8 slot); // done bool IsMP3RadioChannelAvailable() const; // done - bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; + bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done void PlayLoadedMissionAudio(uint8 slot); // done void PlayOneShot(int32 index, int16 sound, float vol); // done void PlaySuspectLastSeen(float x, float y, float z); // void PlayerJustGotInCar() const; // done void PlayerJustLeftCar() const; // done - void PostInitialiseGameSpecificSetup(); // + void PostInitialiseGameSpecificSetup(); // done void PostTerminateGameSpecificShutdown(); // done void PreInitialiseGameSpecificSetup() const; // done void PreloadMissionAudio(uint8 slot, Const char *name); // done void PreTerminateGameSpecificShutdown(); // done /// processX - main logic of adding new sounds - void ProcessActiveQueues(); //done + void ProcessActiveQueues(); // done bool ProcessAirBrakes(cVehicleParams *params); bool ProcessBoatEngine(cVehicleParams *params); bool ProcessBoatMovingOverWater(cVehicleParams *params); @@ -355,32 +354,32 @@ public: #ifdef GTA_TRAIN bool ProcessTrainNoise(cVehicleParams *params); #endif - void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions - bool ProcessVehicleDoors(cVehicleParams *params); //done - void ProcessVehicleEngine(cVehicleParams *params); //done - void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done - void ProcessVehicleHorn(cVehicleParams *params); - void ProcessVehicleOneShots(cVehicleParams *params); - bool ProcessVehicleReverseWarning(cVehicleParams *params); - bool ProcessVehicleRoadNoise(cVehicleParams *params); - bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); - bool ProcessVehicleSkidding(cVehicleParams *params); - void ProcessWaterCannon(int32); - void ProcessWeather(int32 id); //done - bool ProcessWetRoadNoise(cVehicleParams *params); - void ProcessEscalators(); //done - void ProcessExtraSounds(); //done - - int32 RandomDisplacement(uint32 seed) const; + void ProcessVehicle(CVehicle *vehicle); // done, but need add model functions + bool ProcessVehicleDoors(cVehicleParams *params); // done + void ProcessVehicleEngine(cVehicleParams *params); // done + void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done + void ProcessVehicleHorn(cVehicleParams *params); // + void ProcessVehicleOneShots(cVehicleParams *params); // + bool ProcessVehicleReverseWarning(cVehicleParams *params); // + bool ProcessVehicleRoadNoise(cVehicleParams *params); // + bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // + bool ProcessVehicleSkidding(cVehicleParams *params); // + void ProcessWaterCannon(int32); // + void ProcessWeather(int32 id); // done + bool ProcessWetRoadNoise(cVehicleParams *params); // + void ProcessEscalators(); // done + void ProcessExtraSounds(); // done + + int32 RandomDisplacement(uint32 seed) const; // void ReacquireDigitalHandle() const; // done void ReleaseDigitalHandle() const; // done void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done void ReportCrime(int32 crime, const CVector *pos); // done - void ResetAudioLogicTimers(uint32 timer); - void ResetPoliceRadio(); - void ResetTimers(uint32 time); + void ResetAudioLogicTimers(uint32 timer); // done + void ResetPoliceRadio(); // + void ResetTimers(uint32 time); // - void Service(); + void Service(); //done void ServiceCollisions(); void ServicePoliceRadio(); void ServicePoliceRadioChannel(int32 wantedLevel); |