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model cars and other audio stuff

This commit is contained in:
Roman Masanin 2020-10-17 16:57:36 +03:00
parent 97fc5224e7
commit eeee5012b7
2 changed files with 183 additions and 103 deletions

View file

@ -744,7 +744,7 @@ void cAudioManager::ProcessVehicle(CVehicle* veh)
automobile = (CAutomobile*)veh;
UpdateGasPedalAudio(veh, params.m_VehicleType);
if (veh->m_modelIndex == MI_RCBANDIT || veh->m_modelIndex == MI_RCBARON) {
ProcessModelCarEngine(&params);
ProcessModelVehicle(&params);
ProcessEngineDamage(&params);
} else if (veh->m_modelIndex == MI_RCRAIDER || veh->m_modelIndex == MI_RCGOBLIN) {
//ProcessModelHeliVehicle(this, &params);
@ -825,37 +825,42 @@ void cAudioManager::ProcessVehicle(CVehicle* veh)
}
void
cAudioManager::ProcessRainOnVehicle(cVehicleParams *params)
cAudioManager::ProcessRainOnVehicle(cVehicleParams* params)
{
const int rainOnVehicleIntensity = 22;
if (params->m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
CVehicle *veh = params->m_pVehicle;
++veh->m_bRainAudioCounter;
if (veh->m_bRainAudioCounter >= 2) {
veh->m_bRainAudioCounter = 0;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
float emittingVol = 30.f * CWeather::Rain;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++;
if (veh->m_bRainSamplesCounter > 4)
veh->m_bRainSamplesCounter = 68;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_CAR_RAIN_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
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;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = rainOnVehicleIntensity;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
const int SOUND_INTENSITY = 22.0f;
CVehicle* veh;
uint8 emittingVol;
if (params->m_fDistance >= SQR(SOUND_INTENSITY) || CWeather::Rain <= 0.01f || CCullZones::CamNoRain() && CCullZones::PlayerNoRain())
return;
veh = params->m_pVehicle;
veh->m_bRainAudioCounter++;
if (veh->m_bRainAudioCounter >= 2) {
veh->m_bRainAudioCounter = 0;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
emittingVol = 30.0f * CWeather::Rain;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++;
if (veh->m_bRainSamplesCounter > 4)
veh->m_bRainSamplesCounter = 68;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_CAR_RAIN_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 9;
m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
@ -915,62 +920,131 @@ cAudioManager::ProcessReverseGear(cVehicleParams *params)
return true;
}
// TODO(Miami): this becomes ProcessModelVehicle
void
cAudioManager::ProcessModelCarEngine(cVehicleParams *params)
cAudioManager::ProcessModelVehicle(cVehicleParams *params)
{
/* const float SOUND_INTENSITY = 30.0f;
CAutomobile *automobile;
float allowedVelocity;
int32 emittingVol;
float velocityChange;
const float SOUND_INTENSITY = 35.0f;
uint8 volume;
uint32 freq;
bool isPlayerVeh;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
automobile = (CAutomobile *)params->m_pVehicle;
if (automobile->bEngineOn) {
if (automobile->m_nWheelsOnGround == 0) {
if (automobile->m_nDriveWheelsOnGround != 0)
automobile->m_fGasPedalAudio *= 0.4f;
velocityChange = automobile->m_fGasPedalAudio * params->m_pTransmission->fMaxVelocity;
} else {
velocityChange = Abs(params->m_fVelocityChange);
}
if (velocityChange > 0.001f) {
allowedVelocity = 0.5f * params->m_pTransmission->fMaxVelocity;
if (velocityChange < allowedVelocity)
emittingVol = (90.f * velocityChange / allowedVelocity);
else
emittingVol = 90;
if (emittingVol) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
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;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
static uint8 prevVolume = 0;
static uint32 prevFreq = 14000;
int16 acceletateState;
int16 brakeState;
bool vehSlowdown;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return;
if (FindPlayerVehicle() == params->m_pVehicle)
isPlayerVeh = true;
else
isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle != nil; //mb bug?
if (params->m_pVehicle->m_modelIndex == MI_RCBANDIT) {
if (((CAutomobile*)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) {
volume = Min(127, 127.0f * Abs(params->m_fVelocityChange) * 3.0f);
freq = 8000.0f * Abs(params->m_fVelocityChange) + 14000;
} else {
volume = 127;
freq = 25000;
}
if (isPlayerVeh) {
volume = clamp2(volume, prevVolume, 7);
freq = clamp2(freq, prevFreq, 800);
}
if (volume > 0) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(volume, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_RC_REV;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = volume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_RC_REV);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_RC_REV);
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}*/
if (isPlayerVeh) {
prevFreq = freq;
prevVolume = volume;
}
} else if (params->m_pVehicle != nil) {
if (isPlayerVeh) {
acceletateState = Pads[0].GetAccelerate();
brakeState = Pads[0].GetBrake();
} else {
acceletateState = 255.0f * params->m_pVehicle->m_fGasPedal;
brakeState = 255.0f * params->m_pVehicle->m_fBrakePedal;
}
if (acceletateState < brakeState)
acceletateState = brakeState;
if (acceletateState <= 0) {
vehSlowdown = true;
volume = 127;
freq = 18000;
} else {
vehSlowdown = false;
volume = Min(127, (127 * acceletateState / 255) * 3.0f * Abs(params->m_fVelocityChange));
freq = Min(22000, (8000 * acceletateState / 255 + 14000) * 3.0f * Abs(params->m_fVelocityChange));
}
if (isPlayerVeh && !vehSlowdown) {
volume = clamp2(volume, prevVolume, 7);
freq = clamp2(freq, prevFreq, 800);
}
if (!vehSlowdown)
freq += 8000.0f * Abs(params->m_pVehicle->GetUp().y);
if (params->m_pVehicle->bIsDrowning)
volume /= 4;
if (volume > 0) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(volume, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
if (vehSlowdown) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_RC_IDLE;
m_sQueueSample.m_nReleasingVolumeDivider = 6;
} else {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_RC_REV;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = volume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 3.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
if (isPlayerVeh) {
if (vehSlowdown) {
prevFreq = freq;
prevVolume = volume;
}
}
}
}
bool
cAudioManager::ProcessVehicleRoadNoise(cVehicleParams* params)
{
@ -4942,17 +5016,17 @@ cAudioManager::ProcessFires(int32)
void
cAudioManager::ProcessWaterCannon(int32)
{
const float SOUND_INTENSITY = 900.0f;
const float SOUND_INTENSITY = 30.0f;
for (int32 i = 0; i < NUM_WATERCANNONS; i++) {
if (CWaterCannons::aCannons[i].m_nId) {
m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SOUND_INTENSITY) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (distSquared < SQR(SOUND_INTENSITY)) {
m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; //BUG IN III!!!!
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = 15591;
@ -5773,39 +5847,45 @@ cAudioManager::ProcessCrane()
void
cAudioManager::ProcessProjectiles()
{
const int rocketLauncherIntensity = 90;
const int molotovIntensity = 30;
const int molotovVolume = 50;
uint8 emittingVol;
float distSquared;
for (int32 i = 0; i < NUM_PROJECTILES; i++) {
if (CProjectileInfo::GetProjectileInfo(i)->m_bInUse) {
switch (CProjectileInfo::GetProjectileInfo(i)->m_eWeaponType) {
case WEAPONTYPE_ROCKETLAUNCHER:
emittingVol = MAX_VOLUME;
m_sQueueSample.m_fSoundIntensity = rocketLauncherIntensity;
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY;
case WEAPONTYPE_TEARGAS:
emittingVol = 80;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_PALM_TREE_LO;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = 13879;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
break;
case WEAPONTYPE_MOLOTOV:
emittingVol = molotovVolume;
m_sQueueSample.m_fSoundIntensity = molotovIntensity;
emittingVol = 50;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = 32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
break;
case WEAPONTYPE_ROCKET:
emittingVol = 127;
m_sQueueSample.m_fSoundIntensity = 90.0f;
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
break;
default:
return;
}
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition();
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); //??
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i;

View file

@ -339,15 +339,15 @@ public:
void ProcessLoopingScriptObject(uint8 sound); //
void ProcessMissionAudio(); //
void ProcessMissionAudioSlot(uint8 slot); //
void ProcessModelCarEngine(cVehicleParams *params); //
void ProcessModelVehicle(cVehicleParams *params); // done
void ProcessOneShotScriptObject(uint8 sound); //
void ProcessPed(CPhysical *ped); //
void ProcessPedOneShots(cPedParams *params); //
void ProcessPhysical(int32 id); // done
void ProcessPlane(cVehicleParams *params); // done
void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); // done
void ProcessProjectiles(); //
void ProcessRainOnVehicle(cVehicleParams *params); //
void ProcessProjectiles(); // done
void ProcessRainOnVehicle(cVehicleParams *params); // done
void ProcessReverb() const; //
bool ProcessReverseGear(cVehicleParams *params); // done
void ProcessScriptObject(int32 id); // done
@ -365,7 +365,7 @@ public:
bool ProcessVehicleRoadNoise(cVehicleParams *params); // done
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // done
bool ProcessVehicleSkidding(cVehicleParams *params); //
void ProcessWaterCannon(int32); //
void ProcessWaterCannon(int32); // done
void ProcessWeather(int32 id); // done
bool ProcessWetRoadNoise(cVehicleParams *params); // done
void ProcessEscalators(); // done