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Put more things under ifdef

This commit is contained in:
Sergeanur 2021-08-11 15:33:50 +03:00
parent 6c2d179aad
commit ce78081a7f
12 changed files with 213 additions and 138 deletions

View file

@ -263,7 +263,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 11;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
@ -292,7 +292,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;

View file

@ -228,6 +228,7 @@ cAudioManager::ResetAudioLogicTimers(uint32 timer)
void
cAudioManager::ProcessReverb()
{
#ifdef EXTERNAL_3D_SOUND
if (SampleManager.UpdateReverb() && m_bDynamicAcousticModelingStatus) {
#ifndef GTA_PS2
for (uint32 i = 0; i <
@ -243,6 +244,10 @@ cAudioManager::ProcessReverb()
}
#endif
}
#else
// TODO: PS2 code
SampleManager.UpdateReverb();
#endif
}
float
@ -681,7 +686,7 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 9;
m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = (uint8)emittingVol;
SET_EMITTING_VOLUME((uint8)emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = rainOnVehicleIntensity;
@ -733,7 +738,7 @@ cAudioManager::ProcessReverseGear(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = (6000.f * modificator) + 7000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = reverseGearIntensity;
@ -783,7 +788,7 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = (11025.f * velocityChange / params.m_pTransmission->fMaxVelocity + 11025.f);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -835,7 +840,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params)
}
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -886,7 +891,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams& params)
freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
m_sQueueSample.m_nFrequency = freq + freq * multiplier;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1032,7 +1037,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams& params)
if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
m_sQueueSample.m_nFrequency /= 2;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1092,7 +1097,7 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 samp
} else {
m_sQueueSample.m_nLoopCount = 1;
}
m_sQueueSample.m_nEmittingVolume = emittingVolume;
SET_EMITTING_VOLUME(emittingVolume);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
@ -1135,7 +1140,7 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
m_sQueueSample.m_nFrequency = 12500;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_nEmittingVolume = 80;
SET_EMITTING_VOLUME(80);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
m_sQueueSample.m_fSoundIntensity = 200.0f;
@ -1155,7 +1160,7 @@ cAudioManager::ProcessCesna(cVehicleParams& params)
m_sQueueSample.m_nFrequency = 25000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_nEmittingVolume = 80;
SET_EMITTING_VOLUME(80);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
m_sQueueSample.m_fSoundIntensity = 90.0f;
@ -1480,7 +1485,7 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 8;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1570,7 +1575,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 80;
SET_EMITTING_VOLUME(80);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 5.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1651,7 +1656,7 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 80;
SET_EMITTING_VOLUME(80);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 7.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1694,7 +1699,7 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 60;
SET_EMITTING_VOLUME(60);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1739,7 +1744,7 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 1.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -1783,7 +1788,7 @@ cAudioManager::ProcessAirBrakes(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = rand;
SET_EMITTING_VOLUME(rand);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
@ -1836,7 +1841,7 @@ cAudioManager::ProcessEngineDamage(cVehicleParams& params)
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
SET_EMITTING_VOLUME(emittingVolume);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = engineDamageIntensity;
@ -1869,7 +1874,7 @@ cAudioManager::ProcessCarBombTick(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 60;
SET_EMITTING_VOLUME(60);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
@ -2307,7 +2312,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
}
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bIs2D = FALSE;
AddSampleToRequestedQueue();
@ -2343,7 +2348,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2365,7 +2370,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2409,7 +2414,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 80;
SET_EMITTING_VOLUME(80);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
@ -2448,7 +2453,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
@ -2503,7 +2508,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
@ -2545,7 +2550,7 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = vol;
SET_EMITTING_VOLUME(vol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
@ -2600,7 +2605,7 @@ cAudioManager::ProcessHelicopter(cVehicleParams& params)
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = gHeliSfxRanges[i].m_fMaxDistance;
@ -2774,7 +2779,7 @@ cAudioManager::SetupJumboTaxiSound(uint8 vol)
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = GetJumboTaxiFreq();
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2805,7 +2810,7 @@ cAudioManager::SetupJumboWhineSound(uint8 emittingVol, uint32 freq)
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2835,7 +2840,7 @@ cAudioManager::SetupJumboEngineSound(uint8 vol, uint32 freq)
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2865,7 +2870,7 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol)
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2895,7 +2900,7 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -2975,7 +2980,7 @@ cAudioManager::ProcessPedHeadphones(cPedParams &params)
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 7.0f;
@ -3085,7 +3090,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -3112,7 +3117,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -3176,7 +3181,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -3194,7 +3199,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[2] % 20 + 100;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
if (m_bDynamicAcousticModelingStatus)
@ -3219,7 +3224,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[1] % 10 + 90;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
if (m_bDynamicAcousticModelingStatus)
@ -3241,7 +3246,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[3] % 15 + 70;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
break;
@ -3259,7 +3264,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[2] % 10 + 100;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
if (m_bDynamicAcousticModelingStatus)
@ -3281,7 +3286,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[1] % 15 + 70;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
break;
@ -3299,7 +3304,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[4] % 15 + 70;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
break;
@ -3317,7 +3322,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[4] % 10 + 110;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
if (m_bDynamicAcousticModelingStatus)
@ -3339,7 +3344,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[0] % 20 + 80;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
if (m_bDynamicAcousticModelingStatus)
@ -3359,7 +3364,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
maxDist = SQR(60);
m_sQueueSample.m_nLoopCount = 0;
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_nEmittingVolume = 90;
SET_EMITTING_VOLUME(90);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeDivider = 6;
@ -3418,7 +3423,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
m_sQueueSample.m_nEmittingVolume = 75;
SET_EMITTING_VOLUME(75);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -3439,7 +3444,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[4] % 10 + 40;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
if (m_bDynamicAcousticModelingStatus)
@ -3460,7 +3465,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = 70;
m_sQueueSample.m_nEmittingVolume = 70;
SET_EMITTING_VOLUME(70);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
break;
@ -3478,7 +3483,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[0] % 20 + 90;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
break;
@ -3495,7 +3500,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_nLoopCount = 1;
RESET_LOOP_OFFSETS
emittingVol = m_anRandomTable[2] % 30 + 70;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -6052,7 +6057,9 @@ cPedComments::Process()
AudioManager.m_sQueueSample.m_nLoopStart = 0;
AudioManager.m_sQueueSample.m_nLoopEnd = -1;
#endif // !GTA_PS2
#ifdef EXTERNAL_3D_SOUND
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
#endif // !EXTERNAL_3D_SOUND
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
switch (sampleIndex) {
case SFX_POLICE_HELI_1:
@ -6170,7 +6177,7 @@ cAudioManager::ProcessExplosions(int32 explosion)
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
SET_EMITTING_VOLUME(MAX_VOLUME);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -6238,7 +6245,7 @@ cAudioManager::ProcessFires(int32)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -6281,7 +6288,7 @@ cAudioManager::ProcessWaterCannon(int32)
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nEmittingVolume = 50;
SET_EMITTING_VOLUME(50);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -6531,7 +6538,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
SET_EMITTING_VOLUME(emittingVolume);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
AddSampleToRequestedQueue();
@ -7138,7 +7145,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
SET_EMITTING_VOLUME(emittingVolume);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bRequireReflection = FALSE;
AddSampleToRequestedQueue();
@ -7210,7 +7217,7 @@ cAudioManager::ProcessPornCinema(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
SET_EMITTING_VOLUME(MAX_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7233,7 +7240,7 @@ cAudioManager::ProcessPornCinema(uint8 sound)
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
#ifdef FIX_BUGS
m_sQueueSample.m_nEmittingVolume = 90;
SET_EMITTING_VOLUME(90);
#endif
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
@ -7272,7 +7279,7 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 30;
SET_EMITTING_VOLUME(30);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7310,7 +7317,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 30;
SET_EMITTING_VOLUME(30);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7330,7 +7337,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
#ifdef FIX_BUGS
m_sQueueSample.m_nEmittingVolume = 70;
SET_EMITTING_VOLUME(70);
#endif
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
@ -7367,7 +7374,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 45;
SET_EMITTING_VOLUME(45);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7384,7 +7391,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 110;
SET_EMITTING_VOLUME(110);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7422,7 +7429,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 30;
SET_EMITTING_VOLUME(30);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7442,7 +7449,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 70;
SET_EMITTING_VOLUME(70);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7484,7 +7491,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 110;
SET_EMITTING_VOLUME(110);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7530,7 +7537,7 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = rand;
SET_EMITTING_VOLUME(rand);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7578,7 +7585,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = rand;
SET_EMITTING_VOLUME(rand);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7625,7 +7632,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_nEmittingVolume = rand;
SET_EMITTING_VOLUME(rand);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = TRUE;
@ -7676,7 +7683,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = TRUE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7721,7 +7728,7 @@ cAudioManager::ProcessWeather(int32 id)
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = TRUE;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
RESET_LOOP_OFFSETS
m_sQueueSample.m_bReverbFlag = FALSE;
m_sQueueSample.m_bRequireReflection = FALSE;
@ -7740,7 +7747,7 @@ cAudioManager::ProcessWeather(int32 id)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_nReleasingVolumeDivider = 30;
m_sQueueSample.m_bReverbFlag = FALSE;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bRequireReflection = FALSE;
AddSampleToRequestedQueue();
@ -7914,7 +7921,7 @@ cAudioManager::ProcessFrontEnd()
m_sQueueSample.m_nBankIndex = frontendBank ? SFX_BANK_FRONT_END_MENU : SFX_BANK_0;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
RESET_LOOP_OFFSETS
if (stereo)
m_sQueueSample.m_nOffset = m_anRandomTable[0] & 31;
@ -7956,7 +7963,7 @@ cAudioManager::ProcessCrane()
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = 6000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 100;
SET_EMITTING_VOLUME(100);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
@ -8023,7 +8030,7 @@ cAudioManager::ProcessProjectiles()
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_bReverbFlag = TRUE;
@ -8103,7 +8110,7 @@ cAudioManager::ProcessGarages()
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nEmittingVolume = 90;
SET_EMITTING_VOLUME(90);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -8134,7 +8141,7 @@ cAudioManager::ProcessGarages()
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nEmittingVolume = 60;
SET_EMITTING_VOLUME(60);
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReverbFlag = TRUE;
@ -8177,7 +8184,7 @@ cAudioManager::ProcessFireHydrant()
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nFrequency = 15591;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 40;
SET_EMITTING_VOLUME(40);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
@ -8236,7 +8243,7 @@ cAudioManager::ProcessBridgeWarning()
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 100;
SET_EMITTING_VOLUME(100);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 450.0f;
@ -8262,7 +8269,7 @@ cAudioManager::ProcessBridgeMotor()
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = 5500;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
SET_EMITTING_VOLUME(MAX_VOLUME);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex)
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = bridgeIntensity;
@ -8296,7 +8303,7 @@ cAudioManager::ProcessBridgeOneShots()
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
SET_EMITTING_VOLUME(MAX_VOLUME);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = bridgeIntensity;

View file

@ -335,14 +335,19 @@ cAudioManager::DestroyAllGameCreatedEntities()
uint8
cAudioManager::GetNum3DProvidersAvailable()
{
#ifdef EXTERNAL_3D_SOUND
if (m_bIsInitialised)
return SampleManager.GetNum3DProvidersAvailable();
#endif
return 0;
}
char *
cAudioManager::Get3DProviderName(uint8 id)
{
#ifndef EXTERNAL_3D_SOUND
return nil;
#else
if (!m_bIsInitialised)
return nil;
#ifdef AUDIO_OAL
@ -353,13 +358,16 @@ cAudioManager::Get3DProviderName(uint8 id)
return nil;
#endif
return SampleManager.Get3DProviderName(id);
#endif
}
int8
cAudioManager::GetCurrent3DProviderIndex()
{
#ifdef EXTERNAL_3D_SOUND
if (m_bIsInitialised)
return SampleManager.GetCurrent3DProviderIndex();
#endif
return -1;
}
@ -367,6 +375,9 @@ cAudioManager::GetCurrent3DProviderIndex()
int8
cAudioManager::SetCurrent3DProvider(uint8 which)
{
#ifndef EXTERNAL_3D_SOUND
return -1;
#else
if (!m_bIsInitialised)
return -1;
for (uint8 i = 0; i < m_nActiveSamples + 1; ++i)
@ -387,12 +398,15 @@ cAudioManager::SetCurrent3DProvider(uint8 which)
#endif
}
return current;
#endif
}
void
cAudioManager::SetSpeakerConfig(int32 conf)
{
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetSpeakerConfig(conf);
#endif
}
bool8
@ -482,7 +496,7 @@ cAudioManager::ServiceSoundEffects()
ServiceCollisions();
AddReleasingSounds();
ProcessMissionAudio();
#ifdef GTA_PC
#ifdef EXTERNAL_3D_SOUND
AdjustSamplesVolume();
#endif
ProcessActiveQueues();
@ -660,7 +674,7 @@ cAudioManager::AddReflectionsToRequestedQueue()
m_sQueueSample.m_nLoopsRemaining = (reflectionDistance * 500.f / 1029.f);
if (m_sQueueSample.m_nLoopsRemaining > 5) {
m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
m_sQueueSample.m_nEmittingVolume = emittingVolume;
SET_EMITTING_VOLUME(emittingVolume);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > emittingVolume / 16) {
m_sQueueSample.m_nCounter += (i + 1) * 256;
@ -1038,7 +1052,9 @@ cAudioManager::ClearActiveSamples()
m_asActiveSamples[i].m_nReleasingVolumeModificator = 5;
m_asActiveSamples[i].m_nFrequency = 0;
m_asActiveSamples[i].m_nVolume = 0;
#ifdef EXTERNAL_3D_SOUND
m_asActiveSamples[i].m_nEmittingVolume = 0;
#endif
m_asActiveSamples[i].m_fDistance = 0.0f;
m_asActiveSamples[i].m_bIsProcessed = FALSE;
m_asActiveSamples[i].m_bLoopEnded = FALSE;
@ -1076,7 +1092,7 @@ cAudioManager::GenerateIntegerRandomNumberTable()
}
}
#ifdef GTA_PC
#ifdef EXTERNAL_3D_SOUND
void
cAudioManager::AdjustSamplesVolume()
{

View file

@ -20,6 +20,8 @@ public:
#ifndef GTA_PS2
int32 m_nLoopStart;
int32 m_nLoopEnd;
#endif
#ifdef EXTERNAL_3D_SOUND
uint8 m_nEmittingVolume;
#endif
float m_fSpeedMultiplier;
@ -285,7 +287,7 @@ public:
void GenerateIntegerRandomNumberTable(); // inlined on PS2
void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
#ifdef GTA_PC
#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
void AdjustSamplesVolume();
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
#endif
@ -525,6 +527,11 @@ public:
#define RESET_LOOP_OFFSETS
#define SET_LOOP_OFFSETS(sample)
#endif
#ifdef EXTERNAL_3D_SOUND
#define SET_EMITTING_VOLUME(vol) m_sQueueSample.m_nEmittingVolume = vol
#else
#define SET_EMITTING_VOLUME(vol)
#endif
#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");

View file

@ -133,7 +133,7 @@ cAudioManager::DoPoliceRadioCrackle()
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_nVolume = m_anRandomTable[2] % 20 + 15;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
SET_LOOP_OFFSETS(SFX_POLICE_RADIO_CRACKLE)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_bReverbFlag = FALSE;

View file

@ -145,6 +145,7 @@ public:
cSampleManager(void);
~cSampleManager(void);
#ifdef EXTERNAL_3D_SOUND
void SetSpeakerConfig(int32 nConfig);
uint32 GetMaximumSupportedChannels(void);
@ -156,6 +157,7 @@ public:
int8 GetCurrent3DProviderIndex(void);
int8 SetCurrent3DProvider(uint8 which);
#endif
bool8 IsMP3RadioChannelAvailable(void);
@ -195,9 +197,11 @@ public:
void SetChannelReverbFlag (uint32 nChannel, bool8 nReverbFlag);
bool8 InitialiseChannel (uint32 nChannel, uint32 nSfx, uint8 nBank);
#ifdef EXTERNAL_3D_SOUND
void SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume);
void SetChannel3DPosition (uint32 nChannel, float fX, float fY, float fZ);
void SetChannel3DDistances (uint32 nChannel, float fMax, float fMin);
#endif
void SetChannelVolume (uint32 nChannel, uint32 nVolume);
void SetChannelPan (uint32 nChannel, uint32 nPan);
void SetChannelFrequency (uint32 nChannel, uint32 nFreq);

View file

@ -73,7 +73,7 @@ char _aHDDPath[MAX_PATH];
bool8 _bSampmanInitialised = FALSE;
#ifdef EXTERNAL_3D_SOUND
//
// Miscellaneous globals / defines
@ -92,11 +92,12 @@ S32 curprovider=-1;
S32 usingEAX=0;
S32 usingEAX3=0;
HPROVIDER opened_provider=0;
H3DSAMPLE opened_samples[MAXCHANNELS ? MAXCHANNELS : 1] = {0};
H3DSAMPLE opened_samples[MAXCHANNELS] = {0};
#endif
HSAMPLE opened_2dsamples[MAX2DCHANNELS] = {0};
HDIGDRIVER DIG;
#ifdef EXTERNAL_3D_SOUND
S32 speaker_type=0;
U32 _maxSamples;
float _fPrevEaxRatioDestination;
bool8 _usingMilesFast2D;
@ -263,6 +264,7 @@ set_new_provider(S32 index)
return FALSE;
}
#endif
cSampleManager::cSampleManager(void) :
m_nNumberOfProviders(0)
@ -275,6 +277,7 @@ cSampleManager::~cSampleManager(void)
}
#ifdef EXTERNAL_3D_SOUND
void
cSampleManager::SetSpeakerConfig(int32 which)
{
@ -353,6 +356,7 @@ cSampleManager::SetCurrent3DProvider(uint8 nProvider)
else
return curprovider;
}
#endif
static bool8
_ResolveLink(char const *path, char *out)
@ -823,9 +827,11 @@ cSampleManager::ReleaseDigitalHandle(void)
{
if ( DIG )
{
#ifdef EXTERNAL_3D_SOUND
prevprovider = curprovider;
release_existing();
curprovider = -1;
#endif
AIL_digital_handle_release(DIG);
}
}
@ -836,8 +842,10 @@ cSampleManager::ReacquireDigitalHandle(void)
if ( DIG )
{
AIL_digital_handle_reacquire(DIG);
#ifdef EXTERNAL_3D_SOUND
if ( prevprovider != -1 )
set_new_provider(prevprovider);
#endif
}
}
@ -867,6 +875,7 @@ cSampleManager::Initialise(void)
m_nMonoMode = 0;
}
#ifdef EXTERNAL_3D_SOUND
// miles
TRACE("MILES");
{
@ -887,6 +896,7 @@ cSampleManager::Initialise(void)
for ( int32 i = 0; i < MAXCHANNELS; i++ )
opened_samples[i] = NULL;
}
#endif
// banks
TRACE("banks");
@ -940,7 +950,9 @@ cSampleManager::Initialise(void)
return FALSE;
}
#ifdef EXTERNAL_3D_SOUND
add_providers();
#endif
if ( !InitialiseSampleBanks() )
{
@ -1189,6 +1201,7 @@ cSampleManager::Initialise(void)
{
_bSampmanInitialised = TRUE;
#ifdef EXTERNAL_3D_SOUND
U32 n = 0;
while ( n < m_nNumberOfProviders )
@ -1206,6 +1219,7 @@ cSampleManager::Initialise(void)
Terminate();
return FALSE;
}
#endif
}
TRACE("bank");
@ -1301,7 +1315,9 @@ cSampleManager::Terminate(void)
}
}
#ifdef EXTERNAL_3D_SOUND
release_existing();
#endif
_DeleteMP3Entries();
@ -1411,6 +1427,7 @@ cSampleManager::UpdateEffectsVolume(void) //[Y], cSampleManager::UpdateSoundBuff
{
for ( int32 i = 0; i < MAXCHANNELS+MAX2DCHANNELS; i++ )
{
#ifdef EXTERNAL_3D_SOUND
if ( i < MAXCHANNELS )
{
if ( opened_samples[i] && GetChannelUsedFlag(i) )
@ -1423,6 +1440,7 @@ cSampleManager::UpdateEffectsVolume(void) //[Y], cSampleManager::UpdateSoundBuff
}
}
else
#endif
{
if ( opened_2dsamples[i - MAXCHANNELS] )
{
@ -1628,6 +1646,7 @@ cSampleManager::GetSampleLength(uint32 nSample)
bool8
cSampleManager::UpdateReverb(void)
{
#ifdef EXTERNAL_3D_SOUND
if ( !usingEAX )
return FALSE;
@ -1700,20 +1719,19 @@ cSampleManager::UpdateReverb(void)
_fPrevEaxRatioDestination = fRatio;
return TRUE;
#endif
return FALSE;
}
void
cSampleManager::SetChannelReverbFlag(uint32 nChannel, bool8 nReverbFlag)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -1733,25 +1751,24 @@ cSampleManager::SetChannelReverbFlag(uint32 nChannel, bool8 nReverbFlag)
AIL_set_3D_sample_effects_level(opened_samples[nChannel], 0.0f);
}
}
#endif
}
bool8
cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
}
}
#endif
int32 addr;
@ -1772,8 +1789,10 @@ cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
addr = nPedSlotSfxAddr[slot];
}
#ifdef EXTERNAL_3D_SOUND
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
{
AIL_set_sample_address(opened_2dsamples[nChannel - MAXCHANNELS], (void *)addr, m_aSamples[nSfx].nSize);
@ -1781,6 +1800,7 @@ cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
}
else
return FALSE;
#ifdef EXTERNAL_3D_SOUND
}
else
{
@ -1801,8 +1821,10 @@ cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
return TRUE;
}
#endif
}
#ifdef EXTERNAL_3D_SOUND
void
cSampleManager::SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume)
{
@ -1837,6 +1859,7 @@ cSampleManager::SetChannel3DDistances(uint32 nChannel, float fMax, float fMin)
if ( opened_samples[nChannel] )
AIL_set_3D_sample_distances(opened_samples[nChannel], fMax, fMin);
}
#endif
void
cSampleManager::SetChannelVolume(uint32 nChannel, uint32 nVolume)
@ -1844,14 +1867,12 @@ cSampleManager::SetChannelVolume(uint32 nChannel, uint32 nVolume)
uint32 vol = nVolume;
if ( vol > MAX_VOLUME ) vol = MAX_VOLUME;
#ifdef EXTERNAL_3D_SOUND
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
#endif
nChannelVolume[nChannel] = vol;
// increase the volume for JB.MP3 and S4_BDBD.MP3
@ -1868,46 +1889,45 @@ cSampleManager::SetChannelVolume(uint32 nChannel, uint32 nVolume)
m_nEffectsFadeVolume*vol*m_nEffectsVolume >> 14);
}
#ifdef EXTERNAL_3D_SOUND
break;
}
}
#endif
}
void
cSampleManager::SetChannelPan(uint32 nChannel, uint32 nPan)
{
#ifdef EXTERNAL_3D_SOUND
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
#ifndef FIX_BUGS
#endif
#if !defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
if ( opened_samples[nChannel - MAXCHANNELS] ) // BUG
#else
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
#endif
AIL_set_sample_pan(opened_2dsamples[nChannel - MAXCHANNELS], nPan);
#ifdef EXTERNAL_3D_SOUND
break;
}
}
#endif
}
void
cSampleManager::SetChannelFrequency(uint32 nChannel, uint32 nFreq)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -1916,28 +1936,28 @@ cSampleManager::SetChannelFrequency(uint32 nChannel, uint32 nFreq)
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
AIL_set_sample_playback_rate(opened_2dsamples[nChannel - MAXCHANNELS], nFreq);
#ifdef EXTERNAL_3D_SOUND
}
else
{
if ( opened_samples[nChannel] )
AIL_set_3D_sample_playback_rate(opened_samples[nChannel], nFreq);
}
#endif
}
void
cSampleManager::SetChannelLoopPoints(uint32 nChannel, uint32 nLoopStart, int32 nLoopEnd)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -1946,28 +1966,28 @@ cSampleManager::SetChannelLoopPoints(uint32 nChannel, uint32 nLoopStart, int32 n
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
AIL_set_sample_loop_block(opened_2dsamples[nChannel - MAXCHANNELS], nLoopStart, nLoopEnd);
#ifdef EXTERNAL_3D_SOUND
}
else
{
if ( opened_samples[nChannel] )
AIL_set_3D_sample_loop_block(opened_samples[nChannel], nLoopStart, nLoopEnd);
}
#endif
}
void
cSampleManager::SetChannelLoopCount(uint32 nChannel, uint32 nLoopCount)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -1976,28 +1996,28 @@ cSampleManager::SetChannelLoopCount(uint32 nChannel, uint32 nLoopCount)
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
AIL_set_sample_loop_count(opened_2dsamples[nChannel - MAXCHANNELS], nLoopCount);
#ifdef EXTERNAL_3D_SOUND
}
else
{
if ( opened_samples[nChannel] )
AIL_set_3D_sample_loop_count(opened_samples[nChannel], nLoopCount);
}
#endif
}
bool8
cSampleManager::GetChannelUsedFlag(uint32 nChannel)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -2006,10 +2026,12 @@ cSampleManager::GetChannelUsedFlag(uint32 nChannel)
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
return AIL_sample_status(opened_2dsamples[nChannel - MAXCHANNELS]) == SMP_PLAYING;
else
return FALSE;
#ifdef EXTERNAL_3D_SOUND
}
else
{
@ -2018,21 +2040,19 @@ cSampleManager::GetChannelUsedFlag(uint32 nChannel)
else
return FALSE;
}
#endif
}
void
cSampleManager::StartChannel(uint32 nChannel)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -2041,28 +2061,28 @@ cSampleManager::StartChannel(uint32 nChannel)
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
AIL_start_sample(opened_2dsamples[nChannel - MAXCHANNELS]);
#ifdef EXTERNAL_3D_SOUND
}
else
{
if ( opened_samples[nChannel] )
AIL_start_3D_sample(opened_samples[nChannel]);
}
#endif
}
void
cSampleManager::StopChannel(uint32 nChannel)
{
#ifdef EXTERNAL_3D_SOUND
bool8 b2d = FALSE;
switch ( nChannel )
{
#ifdef EXTERNAL_3D_SOUND
case CHANNEL_POLICE_RADIO:
#else
default:
#endif
{
b2d = TRUE;
break;
@ -2071,8 +2091,10 @@ cSampleManager::StopChannel(uint32 nChannel)
if ( b2d )
{
#endif
if ( opened_2dsamples[nChannel - MAXCHANNELS] )
AIL_end_sample(opened_2dsamples[nChannel - MAXCHANNELS]);
#ifdef EXTERNAL_3D_SOUND
}
else
{
@ -2082,6 +2104,7 @@ cSampleManager::StopChannel(uint32 nChannel)
AIL_end_3D_sample(opened_samples[nChannel]);
}
}
#endif
}
void

View file

@ -447,7 +447,7 @@ CMenuManager::ThingsToDoBeforeGoingBack()
if ((m_nCurrScreen == MENUPAGE_SKIN_SELECT) && strcmp(m_aSkinName, m_PrefsSkinFile) != 0) {
CWorld::Players[0].SetPlayerSkin(m_PrefsSkinFile);
#ifdef CUSTOM_FRONTEND_OPTIONS
} else if (ScreenHasOption(m_nCurrScreen, "FEA_3DH")) {
} else if (ScreenHasOption(m_nCurrScreen, "FEA_RSS")) {
#else
} else if (m_nCurrScreen == MENUPAGE_SOUND_SETTINGS) {
#endif

View file

@ -40,8 +40,10 @@ CMenuScreen aScreens[MENUPAGES] = {
{ "FET_AUD", 1, MENUPAGE_OPTIONS, MENUPAGE_OPTIONS, 1, 1,
MENUACTION_MUSICVOLUME, "FEA_MUS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
MENUACTION_SFXVOLUME, "FEA_SFX", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
#ifdef EXTERNAL_3D_SOUND
MENUACTION_AUDIOHW, "FEA_3DH", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
MENUACTION_SPEAKERCONF, "FEA_SPK", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
#endif
MENUACTION_DYNAMICACOUSTIC, "FET_DAM", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
MENUACTION_RADIO, "FEA_RSS", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,
MENUACTION_RESTOREDEF, "FET_DEF", SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS,

View file

@ -435,8 +435,10 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
{ "FET_AUD", MENUPAGE_OPTIONS, MENUPAGE_OPTIONS, nil, nil,
MENUACTION_MUSICVOLUME, "FEA_MUS", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
MENUACTION_SFXVOLUME, "FEA_SFX", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
#ifdef EXTERNAL_3D_SOUND
MENUACTION_AUDIOHW, "FEA_3DH", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
MENUACTION_SPEAKERCONF, "FEA_SPK", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
#endif
MENUACTION_DYNAMICACOUSTIC, "FET_DAM", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
MENUACTION_RADIO, "FEA_RSS", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },
MENUACTION_RESTOREDEF, "FET_DEF", { nil, SAVESLOT_NONE, MENUPAGE_SOUND_SETTINGS },

View file

@ -166,6 +166,7 @@ enum Config {
# define ANIM_COMPRESSION
# define PS2_MENU
#elif defined GTA_PC
# define EXTERNAL_3D_SOUND
# define PC_PLAYER_CONTROLS // mouse player/cam mode
# define GTA_REPLAY
# define GTA_SCENE_EDIT
@ -420,6 +421,8 @@ enum Config {
#define FREE_CAM // Rotating cam
// Audio
#define EXTERNAL_3D_SOUND // use external engine to simulate 3d audio spatialization. OpenAL would not work without it (because it works in a 3d space
// originally and making it work in 2d only requires more resource). Will not work on PS2
#define RADIO_SCROLL_TO_PREV_STATION
#define AUDIO_CACHE
#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 44 (PC has 28 originally)
@ -466,3 +469,10 @@ enum Config {
#endif
#endif // VANILLA_DEFINES
#if defined(AUDIO_OAL) && !defined(EXTERNAL_3D_SOUND)
static_assert(false, "AUDIO_OAL cannot work without EXTERNAL_3D_SOUND");
#endif
#if defined(GTA_PS2) && defined(EXTERNAL_3D_SOUND)
static_assert(false, "EXTERNAL_3D_SOUND cannot work on PS2");
#endif

View file

@ -493,8 +493,10 @@ bool LoadINISettings()
ReadIniIfExists("Audio", "SfxVolume", &FrontEndMenuManager.m_PrefsSfxVolume);
ReadIniIfExists("Audio", "MusicVolume", &FrontEndMenuManager.m_PrefsMusicVolume);
ReadIniIfExists("Audio", "Radio", &FrontEndMenuManager.m_PrefsRadioStation);
#ifdef EXTERNAL_3D_SOUND
ReadIniIfExists("Audio", "SpeakerType", &FrontEndMenuManager.m_PrefsSpeakers);
ReadIniIfExists("Audio", "Provider", &FrontEndMenuManager.m_nPrefsAudio3DProviderIndex);
#endif
ReadIniIfExists("Audio", "DynamicAcoustics", &FrontEndMenuManager.m_PrefsDMA);
ReadIniIfExists("Display", "Brightness", &FrontEndMenuManager.m_PrefsBrightness);
ReadIniIfExists("Display", "DrawDistance", &FrontEndMenuManager.m_PrefsLOD);
@ -593,8 +595,10 @@ void SaveINISettings()
StoreIni("Audio", "SfxVolume", FrontEndMenuManager.m_PrefsSfxVolume);
StoreIni("Audio", "MusicVolume", FrontEndMenuManager.m_PrefsMusicVolume);
StoreIni("Audio", "Radio", FrontEndMenuManager.m_PrefsRadioStation);
#ifdef EXTERNAL_3D_SOUND
StoreIni("Audio", "SpeakerType", FrontEndMenuManager.m_PrefsSpeakers);
StoreIni("Audio", "Provider", FrontEndMenuManager.m_nPrefsAudio3DProviderIndex);
#endif
StoreIni("Audio", "DynamicAcoustics", FrontEndMenuManager.m_PrefsDMA);
StoreIni("Display", "Brightness", FrontEndMenuManager.m_PrefsBrightness);
StoreIni("Display", "DrawDistance", FrontEndMenuManager.m_PrefsLOD);