327 lines
5.7 KiB
C++
327 lines
5.7 KiB
C++
#include "common.h"
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#include "DMAudio.h"
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#include "MusicManager.h"
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#include "AudioManager.h"
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#include "AudioScriptObject.h"
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#include "sampman.h"
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cDMAudio DMAudio;
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void
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cDMAudio::Initialise(void)
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{
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AudioManager.Initialise();
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}
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void
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cDMAudio::Terminate(void)
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{
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AudioManager.Terminate();
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}
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void
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cDMAudio::Service(void)
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{
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AudioManager.Service();
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}
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int32
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cDMAudio::CreateEntity(eAudioType type, void *UID)
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{
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return AudioManager.CreateEntity(type, (CPhysical *)UID);
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}
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void
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cDMAudio::DestroyEntity(int32 audioEntity)
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{
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AudioManager.DestroyEntity(audioEntity);
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}
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void
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cDMAudio::SetEntityStatus(int32 audioEntity, uint8 status)
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{
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AudioManager.SetEntityStatus(audioEntity, status);
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}
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void
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cDMAudio::PlayOneShot(int32 audioEntity, uint16 oneShot, float volume)
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{
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AudioManager.PlayOneShot(audioEntity, oneShot, volume);
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}
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void
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cDMAudio::DestroyAllGameCreatedEntities(void)
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{
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AudioManager.DestroyAllGameCreatedEntities();
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}
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void
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cDMAudio::SetMonoMode(uint8 mono)
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{
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AudioManager.SetMonoMode(mono);
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}
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void
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cDMAudio::SetEffectsMasterVolume(uint8 volume)
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{
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uint8 vol = volume;
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if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
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AudioManager.SetEffectsMasterVolume(vol);
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}
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void
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cDMAudio::SetMusicMasterVolume(uint8 volume)
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{
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uint8 vol = volume;
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if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
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AudioManager.SetMusicMasterVolume(vol);
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}
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void
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cDMAudio::SetEffectsFadeVol(uint8 volume)
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{
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uint8 vol = volume;
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if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
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AudioManager.SetEffectsFadeVol(vol);
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}
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void
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cDMAudio::SetMusicFadeVol(uint8 volume)
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{
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uint8 vol = volume;
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if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
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AudioManager.SetMusicFadeVol(vol);
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}
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uint8
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cDMAudio::GetNum3DProvidersAvailable(void)
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{
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return AudioManager.GetNum3DProvidersAvailable();
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}
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char *
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cDMAudio::Get3DProviderName(uint8 id)
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{
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return AudioManager.Get3DProviderName(id);
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}
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int8
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cDMAudio::GetCurrent3DProviderIndex(void)
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{
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return AudioManager.GetCurrent3DProviderIndex();
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}
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int8
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cDMAudio::SetCurrent3DProvider(uint8 which)
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{
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return AudioManager.SetCurrent3DProvider(which);
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}
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void
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cDMAudio::SetSpeakerConfig(int32 config)
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{
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AudioManager.SetSpeakerConfig(config);
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}
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bool
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cDMAudio::IsMP3RadioChannelAvailable(void)
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{
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return AudioManager.IsMP3RadioChannelAvailable();
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}
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void
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cDMAudio::ReleaseDigitalHandle(void)
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{
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AudioManager.ReleaseDigitalHandle();
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}
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void
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cDMAudio::ReacquireDigitalHandle(void)
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{
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AudioManager.ReacquireDigitalHandle();
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}
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void
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cDMAudio::SetDynamicAcousticModelingStatus(uint8 status)
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{
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AudioManager.SetDynamicAcousticModelingStatus(status);
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}
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bool
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cDMAudio::CheckForAnAudioFileOnCD(void)
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{
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return AudioManager.CheckForAnAudioFileOnCD();
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}
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char
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cDMAudio::GetCDAudioDriveLetter(void)
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{
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return AudioManager.GetCDAudioDriveLetter();
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}
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bool
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cDMAudio::IsAudioInitialised(void)
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{
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return AudioManager.IsAudioInitialised();
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}
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void
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cDMAudio::ReportCrime(eCrimeType crime, const CVector &pos)
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{
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AudioManager.ReportCrime(crime, pos);
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}
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int32
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cDMAudio::CreateLoopingScriptObject(cAudioScriptObject *scriptObject)
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{
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int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);
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if ( AEHANDLE_IS_OK(audioEntity) )
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AudioManager.SetEntityStatus(audioEntity, true);
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return audioEntity;
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}
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void
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cDMAudio::DestroyLoopingScriptObject(int32 audioEntity)
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{
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AudioManager.DestroyEntity(audioEntity);
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}
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void
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cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject)
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{
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int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);
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if ( AEHANDLE_IS_OK(audioEntity) )
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{
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AudioManager.SetEntityStatus(audioEntity, true);
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AudioManager.PlayOneShot(audioEntity, scriptObject->AudioId, 0.0f);
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}
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}
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void
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cDMAudio::PlaySuspectLastSeen(float x, float y, float z)
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{
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AudioManager.PlaySuspectLastSeen(x, y, z);
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}
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void
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cDMAudio::ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity)
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{
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AudioManager.ReportCollision(entityA, entityB, surfaceTypeA, surfaceTypeB, collisionPower, velocity);
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}
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void
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cDMAudio::PlayFrontEndSound(uint16 frontend, uint32 volume)
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{
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AudioManager.PlayOneShot(AudioManager.m_nFrontEndEntity, frontend, (float)volume);
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}
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void
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cDMAudio::PlayRadioAnnouncement(uint8 announcement)
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{
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MusicManager.PlayAnnouncement(announcement);
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}
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void
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cDMAudio::PlayFrontEndTrack(uint8 track, uint8 frontendFlag)
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{
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MusicManager.PlayFrontEndTrack(track, frontendFlag);
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}
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void
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cDMAudio::StopFrontEndTrack(void)
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{
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MusicManager.StopFrontEndTrack();
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}
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void
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cDMAudio::ResetTimers(uint32 time)
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{
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AudioManager.ResetTimers(time);
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}
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void
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cDMAudio::ChangeMusicMode(uint8 mode)
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{
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MusicManager.ChangeMusicMode(mode);
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}
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void
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cDMAudio::PreloadCutSceneMusic(uint8 track)
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{
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MusicManager.PreloadCutSceneMusic(track);
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}
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void
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cDMAudio::PlayPreloadedCutSceneMusic(void)
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{
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MusicManager.PlayPreloadedCutSceneMusic();
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}
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void
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cDMAudio::StopCutSceneMusic(void)
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{
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MusicManager.StopCutSceneMusic();
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}
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void
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cDMAudio::PreloadMissionAudio(Const char *missionAudio)
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{
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AudioManager.PreloadMissionAudio(missionAudio);
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}
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uint8
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cDMAudio::GetMissionAudioLoadingStatus(void)
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{
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return AudioManager.GetMissionAudioLoadingStatus();
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}
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void
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cDMAudio::SetMissionAudioLocation(float x, float y, float z)
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{
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AudioManager.SetMissionAudioLocation(x, y, z);
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}
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void
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cDMAudio::PlayLoadedMissionAudio(void)
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{
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AudioManager.PlayLoadedMissionAudio();
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}
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bool
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cDMAudio::IsMissionAudioSampleFinished(void)
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{
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return AudioManager.IsMissionAudioSampleFinished();
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}
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void
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cDMAudio::ClearMissionAudio(void)
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{
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AudioManager.ClearMissionAudio();
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}
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uint8
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cDMAudio::GetRadioInCar(void)
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{
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return MusicManager.GetRadioInCar();
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}
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void
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cDMAudio::SetRadioInCar(uint32 radio)
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{
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MusicManager.SetRadioInCar(radio);
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}
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void
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cDMAudio::SetRadioChannel(uint8 radio, int32 pos)
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{
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MusicManager.SetRadioChannelByScript(radio, pos);
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}
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