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650 lines
23 KiB
C++
650 lines
23 KiB
C++
#pragma once
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#include "audio_enums.h"
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#include "AudioCollision.h"
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#include "PolRadio.h"
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#include "VehicleModelInfo.h"
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#include "Vehicle.h"
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class tSound
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{
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public:
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int32 m_nEntityIndex; // audio entity index
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uint32 m_nCounter; // I'm not sure what this is but it looks like a virtual counter to determine the same sound in queue
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// Values higher than 255 are used by reflections
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uint32 m_nSampleIndex; // An index of sample from AudioSamples.h
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uint8 m_nBankIndex; // A sound bank index. IDK what's the point of it here since samples are hardcoded anyway
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bool8 m_bIs2D; // If TRUE then sound is played in 2D space (such as frontend or police radio)
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uint32 m_nPriority; // The multiplier for the sound priority (see m_nFinalPriority below). Lesser value means higher priority
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uint32 m_nFrequency; // Sound frequency, plain and simple
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uint8 m_nVolume; // Sound volume (0..127), only used as an actual volume without EXTERNAL_3D_SOUND (see m_nEmittingVolume)
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float m_fDistance; // Distance to camera (useless if m_bIs2D == TRUE)
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uint32 m_nLoopCount; // 0 - always loop, 1 - don't loop, other values never seen
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#ifndef GTA_PS2
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// Loop offsets
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uint32 m_nLoopStart;
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int32 m_nLoopEnd;
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#endif
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#ifdef EXTERNAL_3D_SOUND
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uint8 m_nEmittingVolume; // The volume in 3D space, provided to 3D audio engine
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#endif
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float m_fSpeedMultiplier; // Used for doppler effect. 0.0f - unaffected by doppler
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float m_MaxDistance; // The maximum distance at which sound could be heard. Minimum distance = MaxDistance / 5 or MaxDistance / 4 in case of emitting volume (useless if m_bIs2D == TRUE)
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bool8 m_bStatic; // If TRUE then sound parameters cannot be changed during playback (frequency, position, etc.)
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CVector m_vecPos; // Position of sound in 3D space. Unused if m_bIs2D == TRUE
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#if !defined(GTA_PS2) || defined(AUDIO_REVERB) // GTA_PS2 because this field exists on mobile but not on PS2
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bool8 m_bReverb; // Toggles reverb effect
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#endif
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#ifdef AUDIO_REFLECTIONS
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uint8 m_nReflectionDelay; // Number of frames before reflection could be played. This is calculated internally by AudioManager and shouldn't be set by queued sample
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bool8 m_bReflections; // Add sound reflections
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#endif
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uint8 m_nPan; // Sound panning (0-127). Controls the volume of the playback coming from left and right speaker. Calculated internally unless m_bIs2D==TRUE.
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// 0 = L 100% R 0%
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// 63 = L 100% R 100%
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// 127 = L 0% R 100%
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uint8 m_nFrontRearPan; // Used on PS2 for surround panning
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uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
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// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
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// all fields below are internal to AudioManager calculations and aren't set by queued sample
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bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
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bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free
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uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
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int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
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};
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VALIDATE_SIZE(tSound, 96);
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class CPhysical;
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class CAutomobile;
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class tAudioEntity
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{
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public:
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eAudioType m_nType;
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void *m_pEntity;
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bool8 m_bIsUsed;
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bool8 m_bStatus;
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int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
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float m_afVolume[NUM_AUDIOENTITY_EVENTS];
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uint8 m_AudioEvents;
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};
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VALIDATE_SIZE(tAudioEntity, 40);
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class tPedComment
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{
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public:
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uint32 m_nSampleIndex;
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int32 m_nEntityIndex;
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CVector m_vecPos;
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float m_fDistance;
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uint8 m_nVolume;
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int8 m_nProcess;
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#if defined(EXTERNAL_3D_SOUND) && defined(FIX_BUGS)
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uint8 m_nEmittingVolume;
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#endif
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};
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VALIDATE_SIZE(tPedComment, 28);
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class cPedComments
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{
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public:
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tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
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uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
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uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
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uint8 m_nActiveBank;
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#ifdef GTA_PC
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bool8 m_bDelay;
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uint32 m_nDelayTimer;
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#endif
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cPedComments()
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{
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for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
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for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
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m_asPedComments[j][i].m_nProcess = -1;
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m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
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}
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for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
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m_nCommentsInBank[i] = 0;
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m_nActiveBank = 0;
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}
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void Add(tPedComment *com);
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void Process();
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};
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VALIDATE_SIZE(cPedComments, 0x490);
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class CEntity;
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#define MISSION_AUDIO_SLOTS (2)
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// So instead of doing cMissionAudio [2] they've added [2] to every field of the struct...
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// Only someone with a VERY EXTRAORDINARY mind could have come up with that
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class cMissionAudio
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{
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public:
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CVector m_vecPos[MISSION_AUDIO_SLOTS];
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bool8 m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
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uint32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
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uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
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uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlayed[MISSION_AUDIO_SLOTS];
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bool8 m_bIsMobile[MISSION_AUDIO_SLOTS];
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};
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VALIDATE_SIZE(cMissionAudio, 0x38);
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// name made up
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class cAudioScriptObjectManager
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{
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public:
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int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES];
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int32 m_nScriptObjectEntityTotal;
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cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
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~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
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};
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class cTransmission;
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class CPlane;
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class CVehicle;
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class CPed;
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class cPedParams
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{
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public:
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bool8 m_bDistanceCalculated;
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float m_fDistance;
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CPed *m_pPed;
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cPedParams()
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{
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m_bDistanceCalculated = false;
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m_fDistance = 0.0f;
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m_pPed = nil;
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}
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};
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class cVehicleParams
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{
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public:
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int32 m_VehicleType;
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bool8 m_bDistanceCalculated;
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float m_fDistance;
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CVehicle *m_pVehicle;
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cTransmission *m_pTransmission;
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uint32 m_nIndex;
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float m_fVelocityChange;
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cVehicleParams()
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{
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m_VehicleType = -1;
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m_bDistanceCalculated = false;
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m_fDistance = 0.0f;
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m_pVehicle = nil;
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m_pTransmission = nil;
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m_nIndex = 0;
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m_fVelocityChange = 0.0f;
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}
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};
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VALIDATE_SIZE(cVehicleParams, 0x1C);
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#if GTA_VERSION < GTAVC_PC_10
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enum {
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/*
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REFLECTION_YMAX = 0, top
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REFLECTION_YMIN = 1, bottom
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REFLECTION_XMIN = 2, left
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REFLECTION_XMAX = 3, right
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REFLECTION_ZMAX = 4,
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*/
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REFLECTION_TOP = 0,
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REFLECTION_BOTTOM,
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REFLECTION_LEFT,
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REFLECTION_RIGHT,
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REFLECTION_UP,
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MAX_REFLECTIONS,
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};
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#else
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enum {
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REFLECTION_NORTH = 0,
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REFLECTION_SOUTH,
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REFLECTION_WEST,
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REFLECTION_EAST,
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REFLECTION_CEIL_NORTH,
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REFLECTION_CEIL_SOUTH,
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REFLECTION_CEIL_WEST,
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REFLECTION_CEIL_EAST,
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MAX_REFLECTIONS,
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};
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#endif
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enum PLAY_STATUS { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED };
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enum LOADING_STATUS { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_FAILED };
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class cAudioManager
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{
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public:
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bool8 m_bIsInitialised;
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bool8 m_bIsSurround; // used on PS2
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bool8 m_bReduceReleasingPriority;
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uint8 m_nActiveSamples;
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bool8 m_bDoubleVolume; // unused
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bool8 m_bDynamicAcousticModelingStatus;
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uint8 m_nChannelOffset;
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float m_fSpeedOfSound;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
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tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
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uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
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int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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#ifdef AUDIO_REFLECTIONS
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CVector m_avecReflectionsPos[MAX_REFLECTIONS];
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float m_afReflectionsDistances[MAX_REFLECTIONS];
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#endif
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cAudioScriptObjectManager m_sAudioScriptObjectManager;
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// miami
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bool8 m_bIsPlayerShutUp;
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uint8 m_nPlayerMood;
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uint32 m_nPlayerMoodTimer;
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uint8 field_rest[4];
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bool8 m_bGenericSfx;
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cPedComments m_sPedComments;
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int32 m_nFireAudioEntity;
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int32 m_nWaterCannonEntity;
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int32 m_nPoliceChannelEntity;
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cPoliceRadioQueue m_sPoliceRadioQueue;
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int32 m_nFrontEndEntity;
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int32 m_nCollisionEntity;
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cAudioCollisionManager m_sCollisionManager;
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int32 m_nProjectileEntity;
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#ifdef GTA_BRIDGE
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int32 m_nBridgeEntity;
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#endif
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int32 m_nEscalatorEntity;
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int32 m_nExtraSoundsEntity;
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cMissionAudio m_sMissionAudio;
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uint8 field_5538; // something related to phone dialogues
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int32 m_anRandomTable[5];
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uint8 m_nTimeSpent;
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bool8 m_nUserPause;
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bool8 m_nPreviousUserPause;
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uint32 m_FrameCounter;
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cAudioManager();
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~cAudioManager();
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void Initialise();
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void Terminate();
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void Service();
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int32 CreateEntity(eAudioType type, void *entity);
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void DestroyEntity(int32 id); // inlined in vc
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bool8 GetEntityStatus(int32 id);
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void SetEntityStatus(int32 id, bool8 status);
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void *GetEntityPointer(int32 id);
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void PlayOneShot(int32 index, uint16 sound, float vol);
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void SetEffectsMasterVolume(uint8 volume);
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void SetMusicMasterVolume(uint8 volume);
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void SetMP3BoostVolume(uint8 volume);
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void SetEffectsFadeVol(uint8 volume);
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void SetMusicFadeVol(uint8 volume);
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void SetOutputMode(bool8 surround);
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void ResetTimers(uint32 time);
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void DestroyAllGameCreatedEntities();
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#ifdef GTA_PC
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uint8 GetNum3DProvidersAvailable();
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char *Get3DProviderName(uint8 id);
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int8 GetCurrent3DProviderIndex();
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int8 AutoDetect3DProviders();
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int8 SetCurrent3DProvider(uint8 which);
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void SetSpeakerConfig(int32 conf);
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bool8 IsMP3RadioChannelAvailable();
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void ReleaseDigitalHandle();
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void ReacquireDigitalHandle();
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#ifdef AUDIO_REFLECTIONS
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void SetDynamicAcousticModelingStatus(bool8 status);
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#endif
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bool8 CheckForAnAudioFileOnCD();
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char GetCDAudioDriveLetter();
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bool8 IsAudioInitialised();
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#endif
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void ServiceSoundEffects();
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uint8 ComputeVolume(uint8 emittingVolume, float maxDistance, float distance);
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void TranslateEntity(Const CVector *v1, CVector *v2);
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int32 ComputeFrontRearMix(float, CVector *);
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int32 ComputePan(float, CVector *);
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
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int32 RandomDisplacement(uint32 seed);
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void InterrogateAudioEntities(); // inlined
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
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#ifdef AUDIO_REFLECTIONS
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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void AddReleasingSounds();
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void ProcessActiveQueues();
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void ClearRequestedQueue(); // inlined in vc
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void ClearActiveSamples();
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void GenerateIntegerRandomNumberTable();
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void LoadBankIfNecessary(uint8 bank);
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#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
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void AdjustSamplesVolume(); // inlined
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance); // inlined
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#endif
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// audio logic
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void PreInitialiseGameSpecificSetup();
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void PostInitialiseGameSpecificSetup();
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void PreTerminateGameSpecificShutdown();
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void PostTerminateGameSpecificShutdown();
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void ResetAudioLogicTimers(uint32 timer);
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void ProcessReverb();
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float GetDistanceSquared(const CVector &v); // inlined in vc
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void CalculateDistance(bool8 &condition, float dist);
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CVehicle *FindVehicleOfPlayer();
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void ProcessSpecial();
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void ProcessEntity(int32 sound);
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void ProcessPhysical(int32 id);
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// vehicles
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void ProcessVehicle(CVehicle *vehicle);
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void ProcessCarHeli(cVehicleParams ¶ms);
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void ProcessRainOnVehicle(cVehicleParams ¶ms);
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bool8 ProcessReverseGear(cVehicleParams ¶ms);
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void ProcessModelHeliVehicle(cVehicleParams ¶ms);
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void ProcessModelVehicle(cVehicleParams ¶ms);
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessWetRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessVehicleEngine(cVehicleParams ¶ms);
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void UpdateGasPedalAudio(CVehicle *veh, int vehType);
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
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void ProcessCesna(cVehicleParams ¶ms);
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void ProcessPlayersVehicleEngine(cVehicleParams ¶ms, CVehicle *veh);
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms);
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange);
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bool8 ProcessVehicleHorn(cVehicleParams ¶ms);
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bool8 UsesSiren(cVehicleParams ¶ms);
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bool8 UsesSirenSwitching(cVehicleParams ¶ms);
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms);
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bool8 UsesReverseWarning(uint32 model);
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bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms);
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bool8 ProcessVehicleDoors(cVehicleParams ¶ms);
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bool8 ProcessAirBrakes(cVehicleParams ¶ms);
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bool8 HasAirBrakes(uint32 model);
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bool8 ProcessEngineDamage(cVehicleParams ¶ms);
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bool8 ProcessCarBombTick(cVehicleParams ¶ms);
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void ProcessVehicleOneShots(cVehicleParams ¶ms);
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#ifdef GTA_TRAIN
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bool8 ProcessTrainNoise(cVehicleParams ¶ms);
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#endif
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bool8 ProcessBoatEngine(cVehicleParams ¶ms);
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bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms);
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void ProcessPlane(cVehicleParams ¶ms);
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void ProcessJumbo(cVehicleParams ¶ms);
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void ProcessJumboTaxi();
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboTakeOff(CPlane *plane);
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void ProcessJumboFlying();
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void ProcessJumboLanding(CPlane *plane);
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void ProcessJumboDecel(CPlane *plane);
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bool8 SetupJumboTaxiSound(uint8 vol);
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bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
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bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
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bool8 SetupJumboFlySound(uint8 emittingVol);
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bool8 SetupJumboRumbleSound(uint8 emittingVol);
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int32 GetJumboTaxiFreq(); // inlined in vc
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// peds
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void ProcessPed(CPhysical *ped);
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void ProcessPedOneShots(cPedParams ¶ms);
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void SetPedTalkingStatus(CPed *ped, bool8 status);
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void SetPlayersMood(uint8 mood, uint32 time);
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void ProcessPlayerMood();
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// ped comments
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void SetupPedComments(cPedParams ¶ms, uint16 sound);
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uint32 GetPedCommentSfx(CPed *ped, uint16 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset);
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uint32 GetPlayerTalkSfx(CPed *ped, uint16 sound);
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uint32 GetMariaTalkSfx(CPed *ped, uint16 sound);
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uint32 GetDonaldLoveTalkSfx(CPed *ped, uint16 sound);
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uint32 GetJdOtooleTalkSfx(CPed *ped, uint16 sound);
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uint32 GetleonMcaffreyTalkSfx(CPed *ped, uint16 sound);
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uint32 GetSalvatoreTalkSfx(CPed *ped, uint16 sound);
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uint32 GetToshikoTalkSfx(CPed *ped, uint16 sound);
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uint32 GetMickeyHamfistsTalkSfx(CPed *ped, uint16 sound);
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uint32 GetBiker1TalkSfx(CPed *ped, uint16 sound);
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uint32 GetBiker2TalkSfx(CPed *ped, uint16 sound);
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uint32 GetGrdAng1TalkSfx(CPed *ped, uint16 sound);
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uint32 GetGrdAng2TalkSfx(CPed *ped, uint16 sound);
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uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
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uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc
|
|
uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetCopTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetSwatTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetFBITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetArmyTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetMedicTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetFiremanTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFOSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMYSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMOSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYRITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFORITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMYRITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMORITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFOBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMYBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMOBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYBUTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYMDTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYCGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFYPRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHFOTRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMOTRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMOCATalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYCRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFYSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFOSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMOSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFYRITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFORITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYRITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFYBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFOBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMOBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYBUTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFYPRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBFOTRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMOTRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYPITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMYBBTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYCRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFOSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMOSTTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYRITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFORITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYRITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMORITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFOBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMOBETalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYCWTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYGOTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFOGOTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMOGOTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYLGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYLGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYBUTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYBUTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMOBUTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYPRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFOTRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMOTRTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYPITalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMOCATalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYSHTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFOSHTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetJFOTOTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetJMOTOTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHNTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBKTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetCBTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetSGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetCLTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetGDTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetPGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetViceWhiteTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetViceBlackTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound);
|
|
uint32 GetSpecialCharacterTalkSfx(CPed *ped, int32 model, uint16 sound);
|
|
|
|
void DebugPlayPedComment(int32 sound);
|
|
|
|
// particles
|
|
void ProcessExplosions(int32 explosion);
|
|
void ProcessFires(int32 entity);
|
|
void ProcessWaterCannon(int32);
|
|
|
|
// script objects
|
|
void ProcessScriptObject(int32 id);
|
|
void ProcessOneShotScriptObject(uint8 sound);
|
|
void ProcessLoopingScriptObject(uint8 sound);
|
|
|
|
// misc
|
|
void ProcessWeather(int32 id);
|
|
void ProcessFrontEnd();
|
|
//void ProcessCrane();
|
|
void ProcessProjectiles();
|
|
void ProcessEscalators();
|
|
void ProcessExtraSounds();
|
|
void ProcessGarages();
|
|
void ProcessFireHydrant();
|
|
|
|
#ifdef GTA_BRIDGE
|
|
void ProcessBridge();
|
|
void ProcessBridgeWarning();
|
|
void ProcessBridgeMotor();
|
|
void ProcessBridgeOneShots();
|
|
#endif
|
|
|
|
// mission audio
|
|
const char *GetMissionAudioLoadedLabel(uint8 slot);
|
|
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
|
|
void PreloadMissionAudio(uint8 slot, Const char *name);
|
|
uint8 GetMissionAudioLoadingStatus(uint8 slot);
|
|
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
|
|
void PlayLoadedMissionAudio(uint8 slot);
|
|
bool8 ShouldDuckMissionAudio(uint8 slot);
|
|
bool8 IsMissionAudioSamplePlaying(uint8 slot);
|
|
bool8 IsMissionAudioSampleFinished(uint8 slot);
|
|
void ClearMissionAudio(uint8 slot); // inlined in vc
|
|
void ProcessMissionAudioSlot(uint8 slot);
|
|
void ProcessMissionAudio();
|
|
|
|
// police radio
|
|
void InitialisePoliceRadioZones();
|
|
void InitialisePoliceRadio();
|
|
void ResetPoliceRadio();
|
|
void SetMissionScriptPoliceAudio(uint32 sfx); // inlined and optimized
|
|
int8 GetMissionScriptPoliceAudioPlayingStatus();
|
|
void DoPoliceRadioCrackle();
|
|
void ServicePoliceRadio();
|
|
void ServicePoliceRadioChannel(uint8 wantedLevel);
|
|
bool8 SetupCrimeReport();
|
|
void SetupSuspectLastSeenReport();
|
|
void ReportCrime(eCrimeType crime, const CVector &pos);
|
|
void PlaySuspectLastSeen(float x, float y, float z);
|
|
void AgeCrimes(); // inlined in vc
|
|
|
|
// collision stuff
|
|
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
|
|
void ServiceCollisions();
|
|
void SetUpOneShotCollisionSound(const cAudioCollision &col);
|
|
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
|
|
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
|
|
float GetCollisionOneShotRatio(uint32 a, float b);
|
|
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
|
|
float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
|
|
|
|
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
|
|
};
|
|
|
|
/*
|
|
Manual loop points are not on PS2 so let's have these macros to avoid massive ifndefs.
|
|
Setting these manually was pointless anyway since they never change from sdt values.
|
|
What were they thinking?
|
|
*/
|
|
#ifndef GTA_PS2
|
|
#define RESET_LOOP_OFFSETS \
|
|
m_sQueueSample.m_nLoopStart = 0; \
|
|
m_sQueueSample.m_nLoopEnd = -1;
|
|
#define SET_LOOP_OFFSETS(sample) \
|
|
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \
|
|
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample);
|
|
#else
|
|
#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
|
|
#ifdef AUDIO_REFLECTIONS
|
|
#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bReflections = b
|
|
#else
|
|
#define SET_SOUND_REFLECTION(b)
|
|
#endif
|
|
#ifdef AUDIO_REVERB
|
|
#define SET_SOUND_REVERB(b) m_sQueueSample.m_bReverb = b
|
|
#else
|
|
#define SET_SOUND_REVERB(b)
|
|
#endif
|
|
|
|
//#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
|
|
//static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
|
|
//#endif
|
|
|
|
|
|
extern cAudioManager AudioManager;
|