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566 lines
18 KiB
C++
566 lines
18 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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class tSound
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{
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public:
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int32 m_nEntityIndex;
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#if GTA_VERSION >= GTA3_PC_10
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uint32 m_nCounter;
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#else
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uint8 m_nCounter;
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#endif
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uint32 m_nSampleIndex;
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uint8 m_nBankIndex;
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bool8 m_bIs2D;
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uint32 m_nReleasingVolumeModificator;
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uint32 m_nFrequency;
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uint8 m_nVolume;
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float m_fDistance;
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uint32 m_nLoopCount;
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#ifndef GTA_PS2
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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;
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#endif
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float m_fSpeedMultiplier;
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#if GTA_VERSION >= GTA3_PC_10
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float m_SoundIntensity;
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#else
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uint32 m_SoundIntensity;
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#endif
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool8 m_bReverbFlag;
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#ifdef AUDIO_REFLECTIONS
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uint8 m_nLoopsRemaining;
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bool8 m_bRequireReflection; // Used for oneshots
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#endif
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uint8 m_nOffset;
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uint32 m_nReleasingVolumeDivider;
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bool8 m_bIsProcessed;
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bool8 m_bLoopEnded;
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#if GTA_VERSION < GTA3_PC_10
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int32 unk; // only on PS2, seems unused
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#endif
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uint32 m_nCalculatedVolume;
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int8 m_nVolumeChange;
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};
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VALIDATE_SIZE(tSound, 92);
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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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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, 1164);
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class CEntity;
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class cMissionAudio
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{
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public:
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CVector m_vecPos;
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bool8 m_bPredefinedProperties;
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uint32 m_nSampleIndex;
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uint8 m_nLoadingStatus;
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uint8 m_nPlayStatus;
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bool8 m_bIsPlaying;
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int32 m_nMissionAudioCounter;
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bool8 m_bIsPlayed;
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};
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VALIDATE_SIZE(cMissionAudio, 32);
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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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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_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, 0x18);
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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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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_bReverb; // unused
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bool8 m_bFifthFrameFlag;
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uint8 m_nActiveSamples;
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bool8 m_bDoubleVolume; // unused
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#if GTA_VERSION >= GTA3_PC_10
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bool8 m_bDynamicAcousticModelingStatus;
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#endif
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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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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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int32 m_nBridgeEntity;
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cMissionAudio m_sMissionAudio;
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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);
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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 SetEffectsFadeVol(uint8 volume);
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void SetMusicFadeVol(uint8 volume);
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void SetMonoMode(bool8 mono);
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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 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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uint32 FL(float f); // not used
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
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void TranslateEntity(Const CVector *v1, CVector *v2);
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int32 ComputePan(float, CVector *);
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier); // inlined on PS2
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int32 RandomDisplacement(uint32 seed);
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void InterrogateAudioEntities(); // inlined on PS2
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined on PS2
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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 on PS2
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void ClearActiveSamples();
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void GenerateIntegerRandomNumberTable(); // inlined on PS2
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void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
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#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
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void AdjustSamplesVolume();
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
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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);
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void CalculateDistance(bool8 &condition, float dist);
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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 ProcessRainOnVehicle(cVehicleParams ¶ms);
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bool8 ProcessReverseGear(cVehicleParams ¶ms);
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void ProcessModelCarEngine(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(CAutomobile *automobile); // inlined on PS2
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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, CAutomobile *automobile);
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bool8 ProcessVehicleSkidding(cVehicleParams ¶ms);
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float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
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float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange); // inlined on PS2
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void ProcessVehicleHorn(cVehicleParams ¶ms);
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bool8 UsesSiren(uint32 model); // inlined on PS2
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bool8 UsesSirenSwitching(uint32 model); // inlined on PS2
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bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms);
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bool8 UsesReverseWarning(uint32 model); // inlined on PS2
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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); // inlined on PS2
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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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bool8 ProcessTrainNoise(cVehicleParams ¶ms);
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bool8 ProcessBoatEngine(cVehicleParams ¶ms);
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bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms);
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bool8 ProcessHelicopter(cVehicleParams ¶ms);
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void ProcessPlane(cVehicleParams ¶ms); // inlined on PS2
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void ProcessJumbo(cVehicleParams ¶ms);
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void ProcessJumboTaxi(); // inlined on PS2
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void ProcessJumboAccel(CPlane *plane);
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void ProcessJumboTakeOff(CPlane *plane); // inlined on PS2
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void ProcessJumboFlying(); // inlined on PS2
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void ProcessJumboLanding(CPlane *plane); // inlined on PS2
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void ProcessJumboDecel(CPlane *plane); // inlined on PS2
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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 on PS2
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// peds
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void ProcessPed(CPhysical *ped); // inlined on PS2
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void ProcessPedHeadphones(cPedParams ¶ms);
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void ProcessPedOneShots(cPedParams ¶ms);
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// ped comments
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void SetupPedComments(cPedParams ¶ms, uint16 sound);
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int32 GetPedCommentSfx(CPed *ped, uint16 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset); // inlined on PS2
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uint32 GetPlayerTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetCopTalkSfx(uint16 sound);
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uint32 GetSwatTalkSfx(uint16 sound);
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uint32 GetFBITalkSfx(uint16 sound);
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uint32 GetArmyTalkSfx(uint16 sound);
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uint32 GetMedicTalkSfx(uint16 sound);
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uint32 GetFiremanTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetBusinessMaleOldTalkSfx(uint16 sound);
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uint32 GetBusinessMaleYoungTalkSfx(uint16 sound, uint32 model);
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uint32 GetMafiaTalkSfx(uint16 sound);
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uint32 GetTriadTalkSfx(uint16 sound);
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uint32 GetDiabloTalkSfx(uint16 sound);
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uint32 GetYakuzaTalkSfx(uint16 sound);
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uint32 GetYardieTalkSfx(uint16 sound);
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uint32 GetColumbianTalkSfx(uint16 sound);
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uint32 GetHoodTalkSfx(uint16 sound);
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uint32 GetBlackCriminalTalkSfx(uint16 sound);
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uint32 GetWhiteCriminalTalkSfx(uint16 sound);
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uint32 GetCasualMaleOldTalkSfx(uint16 sound);
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uint32 GetCasualMaleYoungTalkSfx(uint16 sound);
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uint32 GetBlackCasualFemaleTalkSfx(uint16 sound);
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uint32 GetWhiteCasualFemaleTalkSfx(uint16 sound);
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uint32 GetFemaleNo3TalkSfx(uint16 sound);
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uint32 GetWhiteBusinessFemaleTalkSfx(uint16 sound, uint32 model);
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uint32 GetBlackFatFemaleTalkSfx(uint16 sound);
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uint32 GetWhiteFatMaleTalkSfx(uint16 sound);
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uint32 GetBlackFatMaleTalkSfx(uint16 sound);
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uint32 GetWhiteFatFemaleTalkSfx(uint16 sound);
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uint32 GetBlackFemaleProstituteTalkSfx(uint16 sound);
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uint32 GetWhiteFemaleProstituteTalkSfx(uint16 sound);
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uint32 GetBlackProjectMaleTalkSfx(uint16 sound, uint32 model);
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uint32 GetBlackProjectFemaleOldTalkSfx(uint16 sound);
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uint32 GetBlackProjectFemaleYoungTalkSfx(uint16 sound);
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uint32 GetChinatownMaleOldTalkSfx(uint16 sound);
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uint32 GetChinatownMaleYoungTalkSfx(uint16 sound);
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uint32 GetChinatownFemaleOldTalkSfx(uint16 sound);
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uint32 GetChinatownFemaleYoungTalkSfx(uint16 sound);
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uint32 GetLittleItalyMaleTalkSfx(uint16 sound);
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uint32 GetLittleItalyFemaleOldTalkSfx(uint16 sound);
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uint32 GetLittleItalyFemaleYoungTalkSfx(uint16 sound);
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uint32 GetWhiteDockerMaleTalkSfx(uint16 sound);
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uint32 GetBlackDockerMaleTalkSfx(uint16 sound);
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uint32 GetScumMaleTalkSfx(uint16 sound);
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uint32 GetScumFemaleTalkSfx(uint16 sound);
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uint32 GetWhiteWorkerMaleTalkSfx(uint16 sound);
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uint32 GetBlackWorkerMaleTalkSfx(uint16 sound);
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uint32 GetBlackBusinessFemaleTalkSfx(uint16 sound);
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uint32 GetSupermodelMaleTalkSfx(uint16 sound);
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uint32 GetSupermodelFemaleTalkSfx(uint16 sound);
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uint32 GetStewardMaleTalkSfx(uint16 sound);
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uint32 GetStewardFemaleTalkSfx(uint16 sound);
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uint32 GetFanMaleTalkSfx(uint16 sound, uint32 model);
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uint32 GetFanFemaleTalkSfx(uint16 sound);
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uint32 GetHospitalMaleTalkSfx(uint16 sound);
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uint32 GetHospitalFemaleTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetWhiteConstructionWorkerTalkSfx(uint16 sound);
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uint32 GetBlackConstructionWorkerTalkSfx(uint16 sound);
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uint32 GetShopperFemaleTalkSfx(uint16 sound, uint32 model);
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uint32 GetStudentMaleTalkSfx(uint16 sound);
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uint32 GetStudentFemaleTalkSfx(uint16 sound);
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uint32 GetSpecialCharacterTalkSfx(uint32 modelIndex, uint16 sound);
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uint32 GetEightBallTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetSalvatoreTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetMistyTalkSfx(uint16 sound);
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uint32 GetOldJapTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetCatalinaTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetBomberTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetSecurityGuardTalkSfx(uint16 sound);
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uint32 GetChunkyTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetAsianTaxiDriverTalkSfx(uint16 sound); // inlined on PS2
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uint32 GetPimpTalkSfx(uint16 sound);
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uint32 GetNormalMaleTalkSfx(uint16 sound);
|
|
uint32 GetGenericMaleTalkSfx(uint16 sound);
|
|
uint32 GetGenericFemaleTalkSfx(uint16 sound);
|
|
|
|
// particles
|
|
void ProcessExplosions(int32 explosion);
|
|
void ProcessFires(int32 entity);
|
|
void ProcessWaterCannon(int32);
|
|
|
|
// script objects
|
|
void ProcessScriptObject(int32 id); // inlined on PS2
|
|
void ProcessOneShotScriptObject(uint8 sound);
|
|
void ProcessLoopingScriptObject(uint8 sound);
|
|
void ProcessPornCinema(uint8 sound);
|
|
void ProcessWorkShopScriptObject(uint8 sound);
|
|
void ProcessSawMillScriptObject(uint8 sound);
|
|
void ProcessLaunderetteScriptObject(uint8 sound);
|
|
void ProcessShopScriptObject(uint8 sound);
|
|
void ProcessAirportScriptObject(uint8 sound);
|
|
void ProcessCinemaScriptObject(uint8 sound);
|
|
void ProcessDocksScriptObject(uint8 sound);
|
|
void ProcessHomeScriptObject(uint8 sound);
|
|
void ProcessPoliceCellBeatingScriptObject(uint8 sound);
|
|
|
|
// misc
|
|
void ProcessWeather(int32 id);
|
|
void ProcessFrontEnd();
|
|
void ProcessCrane();
|
|
void ProcessProjectiles();
|
|
void ProcessGarages();
|
|
void ProcessFireHydrant();
|
|
|
|
// bridge
|
|
void ProcessBridge(); // inlined on PS2
|
|
void ProcessBridgeWarning();
|
|
void ProcessBridgeMotor();
|
|
void ProcessBridgeOneShots();
|
|
|
|
// mission audio
|
|
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
|
|
void PreloadMissionAudio(Const char *name);
|
|
uint8 GetMissionAudioLoadingStatus();
|
|
void SetMissionAudioLocation(float x, float y, float z);
|
|
void PlayLoadedMissionAudio();
|
|
bool8 IsMissionAudioSampleFinished();
|
|
bool8 IsMissionAudioSamplePlaying() { return m_sMissionAudio.m_nPlayStatus == PLAY_STATUS_PLAYING; }
|
|
bool8 ShouldDuckMissionAudio() { return IsMissionAudioSamplePlaying(); }
|
|
void ClearMissionAudio();
|
|
void ProcessMissionAudio();
|
|
|
|
// police radio
|
|
void InitialisePoliceRadioZones();
|
|
void InitialisePoliceRadio();
|
|
void ResetPoliceRadio();
|
|
void SetMissionScriptPoliceAudio(uint32 sfx);
|
|
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 on PS2
|
|
|
|
// 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 on PS2
|
|
};
|
|
|
|
/*
|
|
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_bRequireReflection = b
|
|
#else
|
|
#define SET_SOUND_REFLECTION(b)
|
|
#endif
|
|
|
|
#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
|
|
static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
|
|
#endif
|
|
|
|
extern cAudioManager AudioManager;
|