From 1fa0116f5f856b4dbe68bb289443e28ae4012543 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 22 May 2021 13:08:26 +0300 Subject: Use bool8 in audio code --- src/audio/AudioCollision.cpp | 29 ++++++++++++++--------------- 1 file changed, 14 insertions(+), 15 deletions(-) (limited to 'src/audio/AudioCollision.cpp') diff --git a/src/audio/AudioCollision.cpp b/src/audio/AudioCollision.cpp index 250cd18e..be1ee48b 100644 --- a/src/audio/AudioCollision.cpp +++ b/src/audio/AudioCollision.cpp @@ -158,7 +158,7 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio void cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter) { - bool distCalculated = false; + bool8 distCalculated = FALSE; if(col.m_fIntensity2 > 0.0016f) { uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col); if(emittingVol) { @@ -168,7 +168,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun m_sQueueSample.m_nCounter = counter; m_sQueueSample.m_vecPos = col.m_vecPosition; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nReleasingVolumeModificator = 7; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = emittingVol; @@ -178,10 +178,10 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity; - m_sQueueSample.m_bReleasingSoundFlag = false; + m_sQueueSample.m_bReleasingSoundFlag = FALSE; m_sQueueSample.m_nReleasingVolumeDivider = 5; - m_sQueueSample.m_bReverbFlag = true; - m_sQueueSample.m_bRequireReflection = false; + m_sQueueSample.m_bReverbFlag = TRUE; + m_sQueueSample.m_bRequireReflection = FALSE; AddSampleToRequestedQueue(); } } @@ -311,7 +311,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) if(counter >= 255) counter = 28; m_sQueueSample.m_vecPos = col.m_vecPosition; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nReleasingVolumeModificator = 11; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nEmittingVolume = emittingVol; @@ -319,9 +319,9 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bReverbFlag = true; - m_sQueueSample.m_bRequireReflection = false; + m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bReverbFlag = TRUE; + m_sQueueSample.m_bRequireReflection = FALSE; AddSampleToRequestedQueue(); } } @@ -332,13 +332,12 @@ void cAudioManager::ServiceCollisions() { int i, j; - bool abRepeatedCollision1[NUMAUDIOCOLLISIONS]; - bool abRepeatedCollision2[NUMAUDIOCOLLISIONS]; + bool8 abRepeatedCollision1[NUMAUDIOCOLLISIONS]; + bool8 abRepeatedCollision2[NUMAUDIOCOLLISIONS]; m_sQueueSample.m_nEntityIndex = m_nCollisionEntity; - for (int i = 0; i < NUMAUDIOCOLLISIONS; i++) - abRepeatedCollision1[i] = abRepeatedCollision2[i] = false; + for (int i = 0; i < NUMAUDIOCOLLISIONS; i++) abRepeatedCollision1[i] = abRepeatedCollision2[i] = FALSE; for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) { for (j = 0; j < NUMAUDIOCOLLISIONS; j++) { @@ -348,8 +347,8 @@ cAudioManager::ServiceCollisions() && (m_sCollisionManager.m_asCollisions1[index].m_bSurface1 == m_sCollisionManager.m_asCollisions2[j].m_bSurface1) && (m_sCollisionManager.m_asCollisions1[index].m_bSurface2 == m_sCollisionManager.m_asCollisions2[j].m_bSurface2) ) { - abRepeatedCollision1[index] = true; - abRepeatedCollision2[j] = true; + abRepeatedCollision1[index] = TRUE; + abRepeatedCollision2[j] = TRUE; m_sCollisionManager.m_asCollisions1[index].m_nBaseVolume = ++m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume; SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j); break; -- cgit v1.2.3 From 0910188058e7c2f9c4182b69f9482bfbf8848d43 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 12 Jun 2021 19:59:28 +0300 Subject: Add macros to set sample loop offsets --- src/audio/AudioCollision.cpp | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) (limited to 'src/audio/AudioCollision.cpp') diff --git a/src/audio/AudioCollision.cpp b/src/audio/AudioCollision.cpp index be1ee48b..decb73e5 100644 --- a/src/audio/AudioCollision.cpp +++ b/src/audio/AudioCollision.cpp @@ -172,10 +172,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun m_sQueueSample.m_nReleasingVolumeModificator = 7; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_nLoopStart = - SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nLoopEnd = - SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity; m_sQueueSample.m_bReleasingSoundFlag = FALSE; @@ -315,8 +312,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) m_sQueueSample.m_nReleasingVolumeModificator = 11; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_nLoopStart = 0; - m_sQueueSample.m_nLoopEnd = -1; + RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity; m_sQueueSample.m_bReleasingSoundFlag = TRUE; -- cgit v1.2.3