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-rw-r--r--src/audio/AudioManager.h50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index a11d8619..0cd86219 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -241,13 +241,13 @@ public:
// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample);
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank,
- uint8 counter, bool notLooping);
+ uint8 counter, bool notLooping); //done
void AddReflectionsToRequestedQueue();
void AddReleasingSounds();
void AddSampleToRequestedQueue();
void AgeCrimes();
- void CalculateDistance(bool &condition, float dist);
+ void CalculateDistance(bool &condition, float dist); //done
bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples();
void ClearMissionAudio(uint8 slot);
@@ -275,7 +275,7 @@ public:
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const;
float GetCollisionRatio(float a, float b, float c, float d) const;
- float GetDistanceSquared(const CVector &v) const;
+ float GetDistanceSquared(const CVector &v) const; //done
int32 GetJumboTaxiFreq() const;
uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
int8 GetMissionScriptPoliceAudioPlayingStatus() const;
@@ -287,7 +287,7 @@ public:
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
cTransmission *transmission, float velocityChange);
- bool HasAirBrakes(int32 model) const;
+ bool HasAirBrakes(int32 model) const; //done
void Initialise();
void InitialisePoliceRadio();
@@ -302,13 +302,13 @@ public:
void PlayLoadedMissionAudio(uint8 slot);
void PlayOneShot(int32 index, int16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z);
- void PlayerJustGotInCar() const;
- void PlayerJustLeftCar() const;
+ void PlayerJustGotInCar() const; //done
+ void PlayerJustLeftCar() const; //done
void PostInitialiseGameSpecificSetup();
- void PostTerminateGameSpecificShutdown();
- void PreInitialiseGameSpecificSetup() const;
+ void PostTerminateGameSpecificShutdown(); //done
+ void PreInitialiseGameSpecificSetup() const; //done
void PreloadMissionAudio(uint8 slot, Const char *name);
- void PreTerminateGameSpecificShutdown();
+ void PreTerminateGameSpecificShutdown(); //done
/// processX - main logic of adding new sounds
void ProcessActiveQueues();
bool ProcessAirBrakes(cVehicleParams *params);
@@ -324,14 +324,14 @@ public:
void ProcessCesna(cVehicleParams *params);
//void ProcessCrane();
bool ProcessEngineDamage(cVehicleParams *params);
- void ProcessEntity(int32 sound);
+ void ProcessEntity(int32 sound); //done
void ProcessExplosions(int32 explosion);
void ProcessFireHydrant();
void ProcessFires(int32 entity);
void ProcessFrontEnd();
void ProcessGarages();
- void ProcessCarHeli(cVehicleParams* params);
- void ProcessVehicleFlatTyre(cVehicleParams* params);
+ void ProcessCarHeli(cVehicleParams* params); //done
+ void ProcessVehicleFlatTyre(cVehicleParams* params); //done
void ProcessJumbo(cVehicleParams *);
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboDecel(CPlane *plane);
@@ -346,22 +346,22 @@ public:
void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped);
void ProcessPedOneShots(cPedParams *params);
- void ProcessPhysical(int32 id);
- void ProcessPlane(cVehicleParams *params);
- void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh);
+ void ProcessPhysical(int32 id); //done
+ void ProcessPlane(cVehicleParams *params); //done
+ void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); //done
void ProcessProjectiles();
void ProcessRainOnVehicle(cVehicleParams *params);
void ProcessReverb() const;
- bool ProcessReverseGear(cVehicleParams *params);
- void ProcessScriptObject(int32 id);
+ bool ProcessReverseGear(cVehicleParams *params); //done
+ void ProcessScriptObject(int32 id); //done
void ProcessSpecial();
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params);
#endif
- void ProcessVehicle(CVehicle *vehicle);
+ void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
bool ProcessVehicleDoors(cVehicleParams *params);
- void ProcessVehicleEngine(cVehicleParams *params);
- void UpdateGasPedalAudio(CVehicle* veh, int vehType);
+ void ProcessVehicleEngine(cVehicleParams *params); //done
+ void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
void ProcessVehicleHorn(cVehicleParams *params);
void ProcessVehicleOneShots(cVehicleParams *params);
bool ProcessVehicleReverseWarning(cVehicleParams *params);
@@ -369,10 +369,10 @@ public:
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
bool ProcessVehicleSkidding(cVehicleParams *params);
void ProcessWaterCannon(int32);
- void ProcessWeather(int32 id);
+ void ProcessWeather(int32 id); //done
bool ProcessWetRoadNoise(cVehicleParams *params);
- void ProcessEscalators();
- void ProcessExtraSounds();
+ void ProcessEscalators(); //done
+ void ProcessExtraSounds(); //done
int32 RandomDisplacement(uint32 seed) const;
void ReacquireDigitalHandle() const;
@@ -417,11 +417,11 @@ public:
void TranslateEntity(Const CVector *v1, CVector *v2) const;
void UpdateReflections();
- bool UsesReverseWarning(int32 model) const;
+ bool UsesReverseWarning(int32 model) const; //done
bool UsesSiren(int32 model) const;
bool UsesSirenSwitching(int32 model) const;
- CVehicle *FindVehicleOfPlayer();
+ CVehicle *FindVehicleOfPlayer(); //done
void SetPedTalkingStatus(CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, int32 time);