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Make ped comments update position and volume
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6110f74ad6
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@ -6077,9 +6077,12 @@ cPedComments::Process()
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if (m_nCommentsInBank[m_nActiveBank]) {
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sampleIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nSampleIndex;
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if (!SampleManager.IsPedCommentLoaded(sampleIndex))
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switch (SampleManager.IsPedCommentLoaded(sampleIndex)) // yes, this was a switch
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{
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case FALSE:
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SampleManager.LoadPedComment(sampleIndex);
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// BUG? no break, VC has break in here
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case TRUE:
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AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex;
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AudioManager.m_sQueueSample.m_nCounter = 0;
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AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex;
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@ -6099,7 +6102,13 @@ cPedComments::Process()
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AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
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#endif // FIX_BUGS
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#endif // EXTERNAL_3D_SOUND
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#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
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// let's disable doppler because if sounds funny as the sound moves
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// originally position of ped comment doesn't change so this has no effect anyway
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AudioManager.m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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#else
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AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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#endif
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switch (sampleIndex) {
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case SFX_POLICE_HELI_1:
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case SFX_POLICE_HELI_2:
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@ -6147,13 +6156,15 @@ cPedComments::Process()
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AudioManager.m_sQueueSample.m_bReflections = FALSE;
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#endif
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#ifdef FIX_BUGS
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} else if (sampleIndex >= SFX_POLICE_HELI_1 && sampleIndex <= SFX_POLICE_HELI_29) {
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}
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else if (sampleIndex >= SFX_POLICE_HELI_1 && sampleIndex <= SFX_POLICE_HELI_29) {
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AudioManager.m_sQueueSample.m_bReverb = TRUE;
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#ifdef AUDIO_REFLECTIONS
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AudioManager.m_sQueueSample.m_bReflections = FALSE;
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#endif // AUDIO_REFLECTIONS
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#endif // FIX_BUGS
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} else {
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}
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else {
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AudioManager.m_sQueueSample.m_bReverb = TRUE;
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#ifdef AUDIO_REFLECTIONS
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AudioManager.m_sQueueSample.m_bReflections = TRUE;
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@ -6167,6 +6178,9 @@ cPedComments::Process()
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AudioManager.m_sQueueSample.m_nFrequency /= 2;
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m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
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AudioManager.AddSampleToRequestedQueue();
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default:
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break;
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}
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}
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// Switch bank
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@ -10,6 +10,7 @@
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#include "sampman.h"
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#include "Camera.h"
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#include "World.h"
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#include "Entity.h"
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cAudioManager AudioManager;
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@ -903,6 +904,24 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannelVolume(j, sample.m_nVolume);
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#endif
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} else {
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#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
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if (sample.m_nCounter <= 255 && sample.m_nSampleIndex >= SAMPLEBANK_PED_START && sample.m_nSampleIndex <= SAMPLEBANK_PED_END) {
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CEntity* entity = (CEntity*)GetEntityPointer(sample.m_nEntityIndex);
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if (entity && m_asAudioEntities[sample.m_nEntityIndex].m_nType == AUDIOTYPE_PHYSICAL) {
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sample.m_vecPos = entity->GetPosition();
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sample.m_fDistance = Sqrt(GetDistanceSquared(sample.m_vecPos));
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uint8 vol;
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if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), sample.m_vecPos, true, false, false, false, false, false))
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vol = MAX_VOLUME;
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else
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vol = 31;
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#ifdef EXTERNAL_3D_SOUND
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sample.m_nEmittingVolume = vol;
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#endif
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sample.m_nVolume = ComputeVolume(vol, sample.m_MaxDistance, sample.m_fDistance);
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}
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}
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#endif
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position2 = sample.m_fDistance;
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position1 = m_asActiveSamples[j].m_fDistance;
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m_asActiveSamples[j].m_fDistance = sample.m_fDistance;
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@ -23,7 +23,7 @@ VALIDATE_SIZE(cAMCrime, 20);
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class cPoliceRadioQueue
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{
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public:
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int32 m_aSamples[POLICE_RADIO_QUEUE_MAX_SAMPLES];
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uint32 m_aSamples[POLICE_RADIO_QUEUE_MAX_SAMPLES];
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uint8 m_nSamplesInQueue;
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uint8 m_nAddOffset;
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uint8 m_nRemoveOffset;
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@ -438,6 +438,7 @@ enum Config {
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//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
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#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
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#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
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#define ATTACH_PED_COMMENTS_TO_ENTITIES // ped comments coordinates would update following ped entity
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#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
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#ifdef AUDIO_OPUS
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