summaryrefslogtreecommitdiffstats
path: root/src/audio
diff options
context:
space:
mode:
Diffstat (limited to 'src/audio')
-rw-r--r--src/audio/AudioLogic.cpp39
-rw-r--r--src/audio/AudioManager.h86
2 files changed, 62 insertions, 63 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 18fe4fc5..9a8dda28 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -4784,11 +4784,10 @@ void
cAudioManager::ProcessExplosions(int32 explosion)
{
uint8 type;
- CVector *pos;
float distSquared;
for (uint8 i = 0; i < ARRAY_SIZE(gaExplosion); i++) {
- if (CExplosion::GetExplosionActiveCounter(i) == 1) {
+ if (CExplosion::DoesExplosionMakeSound(i) && CExplosion::GetExplosionActiveCounter(i) == 1) {
CExplosion::ResetExplosionActiveCounter(i);
type = CExplosion::GetExplosionType(i);
switch (type) {
@@ -4796,42 +4795,44 @@ cAudioManager::ProcessExplosions(int32 explosion)
case EXPLOSION_ROCKET:
case EXPLOSION_BARREL:
case EXPLOSION_TANK_GRENADE:
- m_sQueueSample.m_fSoundIntensity = 400.0f;
+ m_sQueueSample.m_fSoundIntensity = 200.0f;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
- m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bRequireReflection = true;
break;
case EXPLOSION_MOLOTOV:
- m_sQueueSample.m_fSoundIntensity = 200.0f;
+ m_sQueueSample.m_fSoundIntensity = 150.0f;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bRequireReflection = false;
break;
case EXPLOSION_MINE:
case EXPLOSION_HELI_BOMB:
- m_sQueueSample.m_fSoundIntensity = 300.0f;
+ m_sQueueSample.m_fSoundIntensity = 200.0f;
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
+ m_sQueueSample.m_bRequireReflection = true;
break;
default:
- m_sQueueSample.m_fSoundIntensity = 400.0f;
+ m_sQueueSample.m_fSoundIntensity = 200.0f;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
- m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
+ m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19500;
if (type == EXPLOSION_HELI)
- m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10;
+ m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10; //same *= 8 / 10;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
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_fSoundIntensity)) {
- m_sQueueSample.m_fDistance = Sqrt(distSquared);
+ m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i;
@@ -4839,12 +4840,10 @@ cAudioManager::ProcessExplosions(int32 explosion)
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
- m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
- m_sQueueSample.m_bRequireReflection = true;
AddSampleToRequestedQueue();
}
}
@@ -5933,15 +5932,15 @@ cAudioManager::ProcessGarages()
void
cAudioManager::ProcessFireHydrant()
{
+ const int SOUND_INTENSITY = 35;
+
float distSquared;
- bool distCalculated = false;
- static const int intensity = 35;
m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
- if (distSquared < SQR(intensity)) {
- CalculateDistance(distCalculated, distSquared);
- m_sQueueSample.m_nVolume = ComputeVolume(40, 35.f, m_sQueueSample.m_fDistance);
+ if (distSquared < SQR(SOUND_INTENSITY)) {
+ m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
+ m_sQueueSample.m_nVolume = ComputeVolume(40, 35.0f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
@@ -5954,7 +5953,7 @@ cAudioManager::ProcessFireHydrant()
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
- m_sQueueSample.m_fSoundIntensity = intensity;
+ m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 267260c5..a43b4309 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -257,9 +257,9 @@ public:
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
int32 CreateEntity(eAudioType type, void *entity); // done
- void DestroyAllGameCreatedEntities();
- void DestroyEntity(int32 id); //done (inlined in vc)
- void DoPoliceRadioCrackle();
+ void DestroyAllGameCreatedEntities(); // done ? I don't seed pEntity = nil;
+ void DestroyEntity(int32 id); // done (inlined in vc) ? I not seen id checks
+ void DoPoliceRadioCrackle(); // done
// functions returning talk sfx,
// order from GetPedCommentSfx
@@ -296,12 +296,12 @@ public:
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
- 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 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 PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); // done
@@ -317,40 +317,40 @@ public:
void ProcessBridgeOneShots();
void ProcessBridgeWarning();
#endif
- bool ProcessCarBombTick(cVehicleParams *params); //done
- void ProcessCesna(cVehicleParams *params);
- //void ProcessCrane();
- bool ProcessEngineDamage(cVehicleParams *params); //done
- void ProcessEntity(int32 sound); //done
- void ProcessExplosions(int32 explosion);
- void ProcessFireHydrant();
- void ProcessFires(int32 entity);
- void ProcessFrontEnd();
- void ProcessGarages();
- void ProcessCarHeli(cVehicleParams* params); //done
- void ProcessVehicleFlatTyre(cVehicleParams* params); //done
- void ProcessJumbo(cVehicleParams *);
- void ProcessJumboAccel(CPlane *plane);
- void ProcessJumboDecel(CPlane *plane);
- void ProcessJumboFlying();
- void ProcessJumboLanding(CPlane *plane);
- void ProcessJumboTakeOff(CPlane *plane);
- void ProcessJumboTaxi();
- void ProcessLoopingScriptObject(uint8 sound);
- void ProcessMissionAudio();
- void ProcessMissionAudioSlot(uint8 slot);
- void ProcessModelCarEngine(cVehicleParams *params);
- void ProcessOneShotScriptObject(uint8 sound);
- void ProcessPed(CPhysical *ped);
- void ProcessPedOneShots(cPedParams *params);
- 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); //done
- void ProcessScriptObject(int32 id); //done
+ bool ProcessCarBombTick(cVehicleParams *params); // done
+ void ProcessCesna(cVehicleParams *params); //
+ //void ProcessCrane(); //
+ bool ProcessEngineDamage(cVehicleParams *params); // done
+ void ProcessEntity(int32 sound); // done
+ void ProcessExplosions(int32 explosion); // done
+ void ProcessFireHydrant(); // done
+ void ProcessFires(int32 entity); //
+ void ProcessFrontEnd(); //
+ void ProcessGarages(); //
+ void ProcessCarHeli(cVehicleParams* params); // done
+ void ProcessVehicleFlatTyre(cVehicleParams* params); // done
+ void ProcessJumbo(cVehicleParams *); //
+ void ProcessJumboAccel(CPlane *plane); //
+ void ProcessJumboDecel(CPlane *plane); //
+ void ProcessJumboFlying(); //
+ void ProcessJumboLanding(CPlane *plane); //
+ void ProcessJumboTakeOff(CPlane *plane); //
+ void ProcessJumboTaxi(); //
+ void ProcessLoopingScriptObject(uint8 sound); //
+ void ProcessMissionAudio(); //
+ void ProcessMissionAudioSlot(uint8 slot); //
+ void ProcessModelCarEngine(cVehicleParams *params); //
+ void ProcessOneShotScriptObject(uint8 sound); //
+ void ProcessPed(CPhysical *ped); //
+ void ProcessPedOneShots(cPedParams *params); //
+ 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); // done
+ void ProcessScriptObject(int32 id); // done
void ProcessSpecial();
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params);