Cleanup audio code + fixes for review
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c88c2115e2
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337924c794
@ -8,6 +8,8 @@
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#include "SurfaceTable.h"
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#include "SurfaceTable.h"
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#include "sampman.h"
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#include "sampman.h"
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constexpr int CollisionSoundIntensity = 60;
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void
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void
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cAudioCollisionManager::AddCollisionToRequestedQueue()
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cAudioCollisionManager::AddCollisionToRequestedQueue()
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{
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{
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@ -146,7 +148,8 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
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if(emittingVol) {
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col->m_fDistance);
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m_sQueueSample.m_fDistance = Sqrt(col->m_fDistance);
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m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 60.f, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_bVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_bVolume) {
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if(m_sQueueSample.m_bVolume) {
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m_sQueueSample.m_counter = counter;
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m_sQueueSample.m_counter = counter;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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@ -160,7 +163,7 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
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m_sQueueSample.m_nLoopEnd =
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m_sQueueSample.m_nLoopEnd =
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.field_48 = 4.0f;
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m_sQueueSample.field_48 = 4.0f;
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m_sQueueSample.m_fSoundIntensity = 60.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.field_56 = 0;
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m_sQueueSample.field_56 = 0;
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m_sQueueSample.field_76 = 5;
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m_sQueueSample.field_76 = 5;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bReverbFlag = true;
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@ -212,7 +215,8 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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emittingVol = 40.f * ratio;
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emittingVol = 40.f * ratio;
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if(emittingVol) {
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if(emittingVol) {
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m_sQueueSample.m_fDistance = Sqrt(col->m_fDistance);
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m_sQueueSample.m_fDistance = Sqrt(col->m_fDistance);
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m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 60.f, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_bVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_bVolume) {
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if(m_sQueueSample.m_bVolume) {
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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switch(m_sQueueSample.m_nSampleIndex) {
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switch(m_sQueueSample.m_nSampleIndex) {
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@ -277,7 +281,7 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.field_48 = 4.0f;
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m_sQueueSample.field_48 = 4.0f;
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m_sQueueSample.m_fSoundIntensity = 60.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.field_56 = 1;
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m_sQueueSample.field_56 = 1;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bRequireReflection = false;
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@ -356,7 +360,7 @@ void
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cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
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cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
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float velocity)
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float velocity)
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{
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{
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float dist;
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float distSquared;
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CVector v1;
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CVector v1;
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CVector v2;
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CVector v2;
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@ -373,8 +377,8 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
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v2 = entity2->GetPosition();
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v2 = entity2->GetPosition();
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}
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}
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CVector pos = (v1 + v2) * 0.5f;
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CVector pos = (v1 + v2) * 0.5f;
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dist = GetDistanceSquared(&pos);
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distSquared = GetDistanceSquared(&pos);
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if(dist < SQR(60.f)) {
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if(distSquared < SQR(CollisionSoundIntensity)) {
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m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
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m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
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m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
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m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
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m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
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m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
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@ -382,7 +386,7 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
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m_sCollisionManager.m_sQueue.m_fIntensity1 = collisionPower;
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m_sCollisionManager.m_sQueue.m_fIntensity1 = collisionPower;
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m_sCollisionManager.m_sQueue.m_fIntensity2 = velocity;
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m_sCollisionManager.m_sQueue.m_fIntensity2 = velocity;
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m_sCollisionManager.m_sQueue.m_vecPosition = pos;
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m_sCollisionManager.m_sQueue.m_vecPosition = pos;
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m_sCollisionManager.m_sQueue.m_fDistance = dist;
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m_sCollisionManager.m_sQueue.m_fDistance = distSquared;
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m_sCollisionManager.AddCollisionToRequestedQueue();
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m_sCollisionManager.AddCollisionToRequestedQueue();
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}
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}
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}
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}
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File diff suppressed because it is too large
Load Diff
@ -53,8 +53,8 @@ enum eScriptSounds : int16
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SCRIPT_SOUND_CHINATOWN_RESTAURANT_L = 43,
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SCRIPT_SOUND_CHINATOWN_RESTAURANT_L = 43,
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SCRIPT_SOUND_CIPRIANI_RESAURANT_S = 44,
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SCRIPT_SOUND_CIPRIANI_RESAURANT_S = 44,
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SCRIPT_SOUND_CIPRIANI_RESAURANT_L = 45,
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SCRIPT_SOUND_CIPRIANI_RESAURANT_L = 45,
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SCRIPT_SOUND_46 = 46,
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SCRIPT_SOUND_46_S = 46,
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SCRIPT_SOUND_47 = 47,
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SCRIPT_SOUND_47_L = 47,
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SCRIPT_SOUND_MARCO_BISTRO_S = 48,
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SCRIPT_SOUND_MARCO_BISTRO_S = 48,
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SCRIPT_SOUND_MARCO_BISTRO_L = 49,
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SCRIPT_SOUND_MARCO_BISTRO_L = 49,
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SCRIPT_SOUND_AIRPORT_LOOP_S = 50,
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SCRIPT_SOUND_AIRPORT_LOOP_S = 50,
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@ -224,9 +224,11 @@ static_assert(sizeof(tPedComment) == 28, "tPedComment: error");
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class cPedComments
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class cPedComments
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{
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{
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public:
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public:
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tPedComment m_asPedComments[2][20];
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static constexpr int pedCommentsBanks = 2;
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uint8 indexMap[2][20];
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static constexpr int pedCommentsSlots = 20;
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uint8 nrOfCommentsInBank[2];
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tPedComment m_asPedComments[pedCommentsBanks][pedCommentsSlots];
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uint8 indexMap[pedCommentsBanks][pedCommentsSlots];
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uint8 nrOfCommentsInBank[pedCommentsBanks];
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uint8 activeBank;
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uint8 activeBank;
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uint8 gap_1163[1];
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uint8 gap_1163[1];
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@ -607,10 +609,20 @@ public:
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity,
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity,
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float dist); /// ok
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float dist); /// ok
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public:
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public:
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static const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
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static constexpr int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
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static const int policeChannel = channels + 1;
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static constexpr int policeChannel = channels + 1;
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static const int allChannels = channels + 2;
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static constexpr int allChannels = channels + 2;
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static const int maxVolume = 127;
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static constexpr int maxVolume = 127;
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static constexpr int scriptObjectIntensityS = 30;
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static constexpr int scriptObjectIntensityL = 80;
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static constexpr int bridgeIntensity = 400;
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static constexpr int rocketLauncherIntensity = 90;
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static constexpr int molotovIntensity = 30;
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static constexpr int molotovVolume = 50;
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static constexpr int rainOnVehicleIntensity = 22;
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static constexpr int reverseGearIntensity = 30;
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};
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};
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static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
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static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
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@ -1,27 +1,29 @@
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#include "common.h"
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#include "common.h"
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#include "patcher.h"
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#include "patcher.h"
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#include "main.h"
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#include "main.h"
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#include "Pickups.h"
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#include "Camera.h"
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#include "Camera.h"
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#include "Entity.h"
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#include "Timer.h"
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#include "Shadows.h"
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#include "Coronas.h"
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#include "Coronas.h"
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#include "World.h"
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#include "ModelIndices.h"
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#include "PlayerPed.h"
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#include "Object.h"
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#include "Pools.h"
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#include "Pad.h"
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#include "Script.h"
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#include "Darkel.h"
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#include "Darkel.h"
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#include "Garages.h"
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#include "Entity.h"
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#include "Explosion.h"
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#include "Explosion.h"
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#include "WaterLevel.h"
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#include "SpecialFX.h"
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#include "PointLights.h"
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#include "Sprite.h"
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#include "Font.h"
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#include "Font.h"
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#include "Garages.h"
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#include "General.h"
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#include "ModelIndices.h"
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#include "Object.h"
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#include "Pad.h"
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#include "Pickups.h"
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#include "PlayerPed.h"
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#include "PointLights.h"
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#include "Pools.h"
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#include "Script.h"
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#include "Shadows.h"
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#include "SpecialFX.h"
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#include "Sprite.h"
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#include "Timer.h"
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#include "WaterLevel.h"
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#include "World.h"
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CPickup(&CPickups::aPickUps)[NUMPICKUPS] = *(CPickup(*)[NUMPICKUPS])*(uintptr*)0x878C98;
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CPickup(&CPickups::aPickUps)[NUMPICKUPS] = *(CPickup(*)[NUMPICKUPS])*(uintptr*)0x878C98;
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int16 CPickups::NumMessages;// = *(int16*)0x95CC98;
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int16 CPickups::NumMessages;// = *(int16*)0x95CC98;
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@ -693,7 +695,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
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CVector &pos = entity->GetPosition();
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CVector &pos = entity->GetPosition();
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float colorModifier = ((double)(rand() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
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float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
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CShadows::StoreStaticShadow(
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CShadows::StoreStaticShadow(
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(uintptr)entity,
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(uintptr)entity,
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SHADOWTYPE_ADDITIVE,
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SHADOWTYPE_ADDITIVE,
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@ -704,9 +706,9 @@ CPickups::DoPickUpEffects(CEntity *entity)
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
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aWeaponReds[colorId] * colorModifier, aWeaponGreens[colorId] * colorModifier, aWeaponBlues[colorId] * colorModifier,
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4.0f, 1.0f, 40.0f, false, 0.0f);
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4.0f, 1.0f, 40.0f, false, 0.0f);
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float radius = (rand() & 0xF) * 0.1f + 3.0f;
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float radius = (CGeneral::GetRandomNumber() & 0xF) * 0.1f + 3.0f;
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CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
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CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f), radius, aWeaponReds[colorId] * modifiedSin / 256.0f, aWeaponGreens[colorId] * modifiedSin / 256.0f, aWeaponBlues[colorId] * modifiedSin / 256.0f, CPointLights::FOG_NONE, true);
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float size = (rand() & 0xF) * 0.0005f + 0.6f;
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float size = (CGeneral::GetRandomNumber() & 0xF) * 0.0005f + 0.6f;
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CCoronas::RegisterCorona( (uintptr)entity,
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CCoronas::RegisterCorona( (uintptr)entity,
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aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
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aWeaponReds[colorId] * modifiedSin / 2.0f, aWeaponGreens[colorId] * modifiedSin / 2.0f, aWeaponBlues[colorId] * modifiedSin / 2.0f,
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255,
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255,
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