#include "common.h"
#include "AudioManager.h"
#include "audio_enums.h"
#include "Automobile.h"
#include "Boat.h"
#include "Bridge.h"
#include "Camera.h"
#include "Cranes.h"
#include "DMAudio.h"
#include "Entity.h"
#include "Explosion.h"
#include "Fire.h"
#include "Garages.h"
#include "General.h"
#include "HandlingMgr.h"
#include "Heli.h"
#include "ModelIndices.h"
#include "MusicManager.h"
#include "Pad.h"
#include "Ped.h"
#include "Physical.h"
#include "Placeable.h"
#include "Plane.h"
#include "PlayerPed.h"
#include "Pools.h"
#include "Projectile.h"
#include "ProjectileInfo.h"
#include "Replay.h"
#include "Stats.h"
#include "SurfaceTable.h"
#include "Train.h"
#include "Transmission.h"
#include "Vehicle.h"
#include "WaterCannon.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "sampman.h"
const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
const int policeChannel = channels + 1;
const int allChannels = channels + 2;
uint32 gPornNextTime;
uint32 gSawMillNextTime;
uint32 gShopNextTime;
uint32 gAirportNextTime;
uint32 gCinemaNextTime;
uint32 gDocksNextTime;
uint32 gHomeNextTime;
uint32 gCellNextTime;
uint32 gNextCryTime;
enum PLAY_STATUS : uint8 { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING = 1, PLAY_STATUS_FINISHED = 2 };
enum LOADING_STATUS : uint8 { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED = 1 };
void
cAudioManager::PreInitialiseGameSpecificSetup() const
{
BankStartOffset[SAMPLEBANK_MAIN] = SAMPLEBANK_START;
BankStartOffset[SAMPLEBANK_PED] = SAMPLEBANK_PED_START;
}
void
cAudioManager::PostInitialiseGameSpecificSetup()
{
m_nFireAudioEntity = CreateEntity(AUDIOTYPE_FIRE, &gFireManager);
if (m_nFireAudioEntity >= 0)
SetEntityStatus(m_nFireAudioEntity, 1);
m_nCollisionEntity = CreateEntity(AUDIOTYPE_COLLISION, (void *)1);
if (m_nCollisionEntity >= 0)
SetEntityStatus(m_nCollisionEntity, 1);
m_nFrontEndEntity = CreateEntity(AUDIOTYPE_FRONTEND, (void *)1);
if (m_nFrontEndEntity >= 0)
SetEntityStatus(m_nFrontEndEntity, 1);
m_nProjectileEntity = CreateEntity(AUDIOTYPE_PROJECTILE, (void *)1);
if (m_nProjectileEntity >= 0)
SetEntityStatus(m_nProjectileEntity, 1);
m_nWaterCannonEntity = CreateEntity(AUDIOTYPE_WATERCANNON, (void *)1);
if (m_nWaterCannonEntity >= 0)
SetEntityStatus(m_nWaterCannonEntity, 1);
m_nPoliceChannelEntity = CreateEntity(AUDIOTYPE_POLICERADIO, (void *)1);
if (m_nPoliceChannelEntity >= 0)
SetEntityStatus(m_nPoliceChannelEntity, 1);
m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void *)1);
if (m_nBridgeEntity >= 0)
SetEntityStatus(m_nBridgeEntity, 1);
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22 = 0;
m_sMissionAudio.m_bIsPlayed = false;
m_sMissionAudio.m_bPredefinedProperties = 1;
m_sMissionAudio.m_nMissionAudioCounter = 0;
ResetAudioLogicTimers(CTimer::GetTimeInMilliseconds());
}
void
cAudioManager::PreTerminateGameSpecificShutdown()
{
if (m_nBridgeEntity >= 0) {
DestroyEntity(m_nBridgeEntity);
m_nBridgeEntity = AEHANDLE_NONE;
}
if (m_nPoliceChannelEntity >= 0) {
DestroyEntity(m_nPoliceChannelEntity);
m_nPoliceChannelEntity = AEHANDLE_NONE;
}
if (m_nWaterCannonEntity >= 0) {
DestroyEntity(m_nWaterCannonEntity);
m_nWaterCannonEntity = AEHANDLE_NONE;
}
if (m_nFireAudioEntity >= 0) {
DestroyEntity(m_nFireAudioEntity);
m_nFireAudioEntity = AEHANDLE_NONE;
}
if (m_nCollisionEntity >= 0) {
DestroyEntity(m_nCollisionEntity);
m_nCollisionEntity = AEHANDLE_NONE;
}
if (m_nFrontEndEntity >= 0) {
DestroyEntity(m_nFrontEndEntity);
m_nFrontEndEntity = AEHANDLE_NONE;
}
if (m_nProjectileEntity >= 0) {
DestroyEntity(m_nProjectileEntity);
m_nProjectileEntity = AEHANDLE_NONE;
}
}
void
cAudioManager::PostTerminateGameSpecificShutdown()
{
;
}
void
cAudioManager::ResetAudioLogicTimers(uint32 timer)
{
gPornNextTime = timer;
gNextCryTime = timer;
gSawMillNextTime = timer;
gCellNextTime = timer;
gShopNextTime = timer;
gHomeNextTime = timer;
gAirportNextTime = timer;
gDocksNextTime = timer;
gCinemaNextTime = timer;
for (int32 i = 0; i < m_nAudioEntitiesTotal; i++) {
if (m_asAudioEntities[m_anAudioEntityIndices[i]].m_nType == AUDIOTYPE_PHYSICAL) {
CPed *ped = (CPed *)m_asAudioEntities[m_anAudioEntityIndices[i]].m_pEntity;
if (ped->IsPed()) {
ped->m_lastSoundStart = timer;
ped->m_soundStart = timer + m_anRandomTable[0] % 3000;
}
}
}
ClearMissionAudio();
SampleManager.StopChannel(policeChannel);
}
void
cAudioManager::ProcessReverb() const
{
if (SampleManager.UpdateReverb() && m_bDynamicAcousticModelingStatus) {
for (uint32 i = 0; i <
#ifdef FIX_BUGS
channels
#else
28
#endif
;
i++) {
if (m_asActiveSamples[i].m_bReverbFlag)
SampleManager.SetChannelReverbFlag(i, 1);
}
}
}
float
cAudioManager::GetDistanceSquared(const CVector &v) const
{
const CVector &c = TheCamera.GetPosition();
return sq(v.x - c.x) + sq(v.y - c.y) + sq((v.z - c.z) * 0.2f);
}
void
cAudioManager::CalculateDistance(bool &distCalculated, float dist)
{
if (!distCalculated) {
m_sQueueSample.m_fDistance = Sqrt(dist);
distCalculated = true;
}
}
void
cAudioManager::ProcessSpecial()
{
if (m_nUserPause) {
if (!m_nPreviousUserPause) {
MusicManager.ChangeMusicMode(MUSICMODE_FRONTEND);
SampleManager.SetEffectsFadeVolume(MAX_VOLUME);
SampleManager.SetMusicFadeVolume(MAX_VOLUME);
}
} else {
if (m_nPreviousUserPause) {
MusicManager.StopFrontEndTrack();
MusicManager.ChangeMusicMode(MUSICMODE_GAME);
}
CPlayerPed *playerPed = FindPlayerPed();
if (playerPed) {
const PedState &state = playerPed->m_nPedState;
if (state != PED_ENTER_CAR && state != PED_STEAL_CAR && !playerPed->bInVehicle)
SampleManager.StopChannel(m_nActiveSamples);
}
}
}
void
cAudioManager::ProcessEntity(int32 id)
{
if (m_asAudioEntities[id].m_nStatus) {
m_sQueueSample.m_nEntityIndex = id;
switch (m_asAudioEntities[id].m_nType) {
case AUDIOTYPE_PHYSICAL:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessPhysical(id);
}
break;
case AUDIOTYPE_EXPLOSION:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessExplosions(id);
}
break;
case AUDIOTYPE_FIRE:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessFires(id);
}
break;
case AUDIOTYPE_WEATHER:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessWeather(id);
}
break;
case AUDIOTYPE_CRANE:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessCrane();
}
break;
case AUDIOTYPE_SCRIPTOBJECT:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessScriptObject(id);
}
break;
case AUDIOTYPE_BRIDGE:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessBridge();
}
break;
case AUDIOTYPE_FRONTEND:
m_sQueueSample.m_bReverbFlag = false;
ProcessFrontEnd();
break;
case AUDIOTYPE_PROJECTILE:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessProjectiles();
}
break;
case AUDIOTYPE_GARAGE:
if (!m_nUserPause)
ProcessGarages();
break;
case AUDIOTYPE_FIREHYDRANT:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessFireHydrant();
}
break;
case AUDIOTYPE_WATERCANNON:
if (!m_nUserPause) {
m_sQueueSample.m_bReverbFlag = true;
ProcessWaterCannon(id);
}
break;
default:
return;
}
}
}
void
cAudioManager::ProcessPhysical(int32 id)
{
CPhysical *entity = (CPhysical *)m_asAudioEntities[id].m_pEntity;
if (entity) {
switch (entity->GetType()) {
case ENTITY_TYPE_VEHICLE:
ProcessVehicle((CVehicle *)m_asAudioEntities[id].m_pEntity);
break;
case ENTITY_TYPE_PED:
ProcessPed((CPhysical *)m_asAudioEntities[id].m_pEntity);
break;
default:
return;
}
}
}
#pragma region VEHICLE AUDIO
enum eVehicleModel {
LANDSTAL,
IDAHO,
STINGER,
LINERUN,
PEREN,
SENTINEL,
RIO,
FIRETRUK,
TRASH,
STRETCH,
MANANA,
INFERNUS,
VOODOO,
PONY,
MULE,
CHEETAH,
AMBULAN,
FBICAR,
MOONBEAM,
ESPERANT,
TAXI,
WASHING,
BOBCAT,
MRWHOOP,
BFINJECT,
HUNTER,
POLICE,
ENFORCER,
SECURICA,
BANSHEE,
PREDATOR,
BUS,
RHINO,
BARRACKS,
CUBAN,
CHOPPER,
ANGEL,
COACH,
CABBIE,
STALLION,
RUMPO,
RCBANDIT,
ROMERO,
PACKER,
SENTXS,
ADMIRAL,
SQUALO,
SEASPAR,
PIZZABOY,
GANGBUR,
AIRTRAIN,
DEADDODO,
SPEEDER,
REEFER,
TROPIC,
FLATBED,
YANKEE,
CADDY,
ZEBRA,
TOPFUN,
SKIMMER,
PCJ600,
FAGGIO,
FREEWAY,
RCBARON,
RCRAIDER,
GLENDALE,
OCEANIC,
SANCHEZ,
SPARROW,
PATRIOT,
LOVEFIST,
COASTG,
DINGHY,
HERMES,
SABRE,
SABRETUR,
PHEONIX,
WALTON,
REGINA,
COMET,
DELUXO,
BURRITO,
SPAND,
MARQUIS,
BAGGAGE,
KAUFMAN,
MAVERICK,
VCNMAV,
RANCHER,
FBIRANCH,
VIRGO,
GREENWOO,
JETMAX,
HOTRING,
SANDKING,
BLISTAC,
POLMAV,
BOXVILLE,
BENSON,
MESA,
RCGOBLIN,
HOTRINA,
HOTRINB,
BLOODRA,
BLOODRB,
VICECHEE,
// HACK so this compiles
// TODO(MIAMI): check it out
DODO = -1
};
struct tVehicleSampleData {
eSfxSample m_nAccelerationSampleIndex;
uint8 m_bEngineSoundType;
eSfxSample m_nHornSample;
int32 m_nHornFrequency;
uint8 m_nSirenOrAlarmSample;
int32 m_nSirenOrAlarmFrequency;
uint8 m_bDoorType;
};
const tVehicleSampleData aVehicleSettings[110] = { {SFX_CAR_REV_2, 2, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 11487, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_8, 8, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_HORN_JEEP, 10928, 1},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 12893, SFX_CAR_HORN_JEEP, 8941, 0},
{SFX_CAR_REV_5, 5, SFX_CAR_HORN_BMW328, 10706, SFX_CAR_HORN_JEEP, 11922, 1},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_HORN_JEEP, 7948, 2},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_TRUCK, 29711, SFX_POLICE_SIREN_SLOW, 11556, 2},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_TRUCK, 31478, SFX_CAR_HORN_JEEP, 8941, 2},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_BMW328, 9538, SFX_CAR_HORN_JEEP, 12220, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_3, 3, SFX_CAR_HORN_BMW328, 12017, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_2, 2, SFX_CAR_HORN_JEEP, 22295, SFX_CAR_HORN_JEEP, 12200, 1},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_BUS2, 18000, SFX_CAR_HORN_JEEP, 13400, 1},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_BUS, 18286, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_3, 3, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_HORN_JEEP, 13600, 1},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_JEEP, 22295, SFX_AMBULANCE_SIREN_SLOW, 8795, 2},
{SFX_CAR_REV_5, 5, SFX_CAR_HORN_PORSCHE, 9271, SFX_POLICE_SIREN_SLOW, 16168, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 12170, SFX_CAR_HORN_JEEP, 8000, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_BUS2, 12345, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_2, 2, SFX_CAR_HORN_BMW328, 10796, SFX_CAR_HORN_JEEP, 8543, 1},
{SFX_CAR_REV_5, 5, SFX_CAR_HORN_PORSCHE, 9271, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_2, 2, SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_PICKUP, 11025, SFX_ICE_CREAM_TUNE, 11025, 0},
{SFX_CAR_REV_7, 7, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_HORN_JEEP, 10000, 0},
{SFX_CAR_REV_5, 5, SFX_CAR_HORN_BMW328, 10706, SFX_POLICE_SIREN_SLOW, 13596, 1},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_BUS, 17260, SFX_POLICE_SIREN_SLOW, 13000, 2},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_8, 8, SFX_CAR_HORN_PORSCHE, 10400, SFX_CAR_HORN_JEEP, 10123, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 26513, SFX_POLICE_SIREN_SLOW, 13596, 0},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_BUS2, 11652, SFX_CAR_HORN_JEEP, 10554, 3},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_HORN_JEEP, 8000, 2},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_1, 0, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_HORN_JEEP, 9935, 3},
{SFX_CAR_REV_1, 0, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CESNA_IDLE, 0, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_BUS, 16291, SFX_CAR_HORN_JEEP, 7500, 3},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 10233, SFX_CAR_HORN_JEEP, 8935, 0},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_HORN_JEEP, 8935, 0},
{SFX_CAR_REV_1, 0, SFX_CAR_HORN_PICKUP, 2000, SFX_CAR_HORN_JEEP, 17000, 0},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_5, 5, SFX_CAR_HORN_BMW328, 9003, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_2, 2, SFX_CAR_HORN_PORSCHE, 12375, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_5, 5, SFX_CAR_HORN_BUS2, 15554, SFX_CAR_HORN_JEEP, 9935, 1},
{SFX_CAR_REV_7, 7, SFX_CAR_HORN_BUS2, 13857, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_7, 7, SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_1, 0, SFX_CAR_HORN_JEEP, 20143, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 0, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9000, 0},
{SFX_CAR_REV_6, 6, SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_BUS, 18286, SFX_CAR_HORN_JEEP, 9935, 2},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_4, 4, SFX_CAR_HORN_BUS2, 18000, SFX_CAR_HORN_JEEP, 13400, 1},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0},
{SFX_CAR_REV_1, 1, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_HORN_JEEP, 9935, 0} };
bool bPlayerJustEnteredCar;
const bool hornPatternsArray[8][44] = {
{false, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, false, false, false, false, false,
false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, false, false, false, false},
{false, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true,
true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, false, false},
{false, false, true, true, true, true, true, true, true, true, true, true, false, false, false, false, true, true, true, true, true, false,
false, false, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, true, false},
{false, false, true, true, true, true, true, false, false, true, true, true, true, true, false, false, false, true, true, true, true, true,
true, true, true, true, true, false, false, false, true, true, true, true, true, true, true, true, true, true, true, true, true, false},
{false, false, true, true, true, true, true, true, true, true, true, false, false, false, false, false, false, false, false, false, false, false,
false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false},
{false, false, true, true, true, false, false, false, true, true, true, false, false, false, false, false, false, false, false, false, false, false,
false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false},
{false, false, true, true, true, true, false, false, false, false, true, true, true, false, false, true, true, true, false, false, true, true,
true, true, true, true, false, false, false, false, false, true, true, true, true, true, true, true, true, true, true, true, false, false},
{false, false, true, true, true, true, false, false, true, true, true, true, true, false, false, false, true, true, true, true, true, true,
false, false, false, false, true, true, true, true, true, true, true, true, true, true, true, true, true, false, false, false, false, false},
};
void
cAudioManager::ProcessVehicle(CVehicle *veh)
{
tHandlingData *handling = veh->pHandling;
float velChange;
cVehicleParams params;
m_sQueueSample.m_vecPos = veh->GetPosition();
params.m_bDistanceCalculated = false;
params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
params.m_pVehicle = veh;
params.m_pTransmission = nil;
params.m_nIndex = 0;
params.m_fVelocityChange = 0.0f;
if (handling)
params.m_pTransmission = &handling->Transmission;
params.m_nIndex = veh->GetModelIndex() - MI_FIRST_VEHICLE;
if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE)
velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f;
else
velChange = DotProduct(params.m_pVehicle->m_vecMoveSpeed, params.m_pVehicle->GetForward());
params.m_fVelocityChange = velChange;
switch (params.m_pVehicle->m_vehType) {
case VEHICLE_TYPE_CAR:
UpdateGasPedalAudio((CAutomobile *)veh);
if (params.m_nIndex == RCBANDIT) {
ProcessModelCarEngine(¶ms);
ProcessVehicleOneShots(¶ms);
((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
ProcessRainOnVehicle(¶ms);
break;
}
if (params.m_nIndex == DODO) {
if (!ProcessVehicleRoadNoise(¶ms)) {
ProcessVehicleOneShots(¶ms);
((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
ProcessRainOnVehicle(¶ms);
break;
}
if (CWeather::WetRoads > 0.f)
ProcessWetRoadNoise(¶ms);
ProcessVehicleSkidding(¶ms);
} else {
if (!ProcessVehicleRoadNoise(¶ms)) {
ProcessVehicleOneShots(¶ms);
((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
ProcessRainOnVehicle(¶ms);
break;
}
ProcessReverseGear(¶ms);
if (CWeather::WetRoads > 0.f)
ProcessWetRoadNoise(¶ms);
ProcessVehicleSkidding(¶ms);
ProcessVehicleHorn(¶ms);
ProcessVehicleSirenOrAlarm(¶ms);
if (UsesReverseWarning(params.m_nIndex))
ProcessVehicleReverseWarning(¶ms);
if (HasAirBrakes(params.m_nIndex))
ProcessAirBrakes(¶ms);
}
ProcessCarBombTick(¶ms);
ProcessVehicleEngine(¶ms);
ProcessEngineDamage(¶ms);
ProcessVehicleDoors(¶ms);
ProcessVehicleOneShots(¶ms);
((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
ProcessRainOnVehicle(¶ms);
break;
case VEHICLE_TYPE_BOAT:
ProcessBoatEngine(¶ms);
ProcessBoatMovingOverWater(¶ms);
ProcessVehicleOneShots(¶ms);
ProcessRainOnVehicle(¶ms);
break;
case VEHICLE_TYPE_TRAIN:
ProcessTrainNoise(¶ms);
ProcessVehicleOneShots(¶ms);
ProcessRainOnVehicle(¶ms);
break;
case VEHICLE_TYPE_HELI:
ProcessHelicopter(¶ms);
ProcessVehicleOneShots(¶ms);
ProcessRainOnVehicle(¶ms);
break;
case VEHICLE_TYPE_PLANE:
ProcessPlane(¶ms);
ProcessVehicleOneShots(¶ms);
ProcessRainOnVehicle(¶ms);
break;
default:
ProcessRainOnVehicle(¶ms);
break;
}
}
void
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) {
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 = SAMPLEBANK_MAIN;
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();
}
}
}
}
bool
cAudioManager::ProcessReverseGear(cVehicleParams *params)
{
const int reverseGearIntensity = 30;
CVehicle *veh;
CAutomobile *automobile;
int32 emittingVol;
float modificator;
if (params->m_fDistance >= SQR(reverseGearIntensity))
return false;
veh = params->m_pVehicle;
if (veh->bEngineOn && (veh->m_fGasPedal < 0.0f || !veh->m_nCurrentGear)) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
automobile = (CAutomobile *)params->m_pVehicle;
if (automobile->m_nWheelsOnGround) {
modificator = params->m_fVelocityChange / params->m_pTransmission->fMaxReverseVelocity;
} else {
if (automobile->m_nDriveWheelsOnGround)
automobile->m_fGasPedalAudio = automobile->m_fGasPedalAudio * 0.4f;
modificator = automobile->m_fGasPedalAudio;
}
modificator = Abs(modificator);
emittingVol = (24.f * modificator);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
if (params->m_pVehicle->m_fGasPedal >= 0.0f) {
m_sQueueSample.m_nCounter = 62;
m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2;
} else {
m_sQueueSample.m_nCounter = 61;
m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR;
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = (6000.f * modificator) + 7000;
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 = reverseGearIntensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
return true;
}
void
cAudioManager::ProcessModelCarEngine(cVehicleParams *params)
{
const float SOUND_INTENSITY = 30.0f;
CAutomobile *automobile;
float allowedVelocity;
int32 emittingVol;
float velocityChange;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
automobile = (CAutomobile *)params->m_pVehicle;
if (automobile->bEngineOn) {
if (automobile->m_nWheelsOnGround) {
velocityChange = Abs(params->m_fVelocityChange);
} else {
if (automobile->m_nDriveWheelsOnGround)
automobile->m_fGasPedalAudio = automobile->m_fGasPedalAudio * 0.4f;
velocityChange = automobile->m_fGasPedalAudio * params->m_pTransmission->fMaxVelocity;
}
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) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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();
}
}
}
}
}
}
bool
cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
{
const float SOUND_INTENSITY = 95.0f;
int32 emittingVol;
uint32 freq;
float modificator;
int sampleFreq;
float velocity;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (params->m_pTransmission) {
if (params->m_pVehicle->m_vecMoveSpeed.z) {
velocity = Abs(params->m_fVelocityChange);
if (velocity > 0.0f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
emittingVol = 30.f * Min(1.f, velocity / (0.5f * params->m_pTransmission->fMaxVelocity));
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
if (params->m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) {
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
freq = 6050 * emittingVol / 30 + 16000;
} else {
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
modificator = m_sQueueSample.m_fDistance / 190.f;
sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4);
}
m_sQueueSample.m_nFrequency = freq;
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 = 6.0f;
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();
}
}
}
}
return true;
}
bool
cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
{
const float SOUND_INTENSITY = 30.0f;
float relativeVelocity;
int32 emittingVol;
float modificator;
int freq;
float velChange;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (params->m_pTransmission) {
if (params->m_pVehicle->m_vecMoveSpeed.z) {
velChange = Abs(params->m_fVelocityChange);
if (velChange > 0.f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
relativeVelocity = Min(1.0f, velChange / (0.5f * params->m_pTransmission->fMaxVelocity));
emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
modificator = m_sQueueSample.m_fDistance / 6.f;
freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
m_sQueueSample.m_nFrequency = freq + freq * modificator;
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 = 6.0f;
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();
}
}
}
}
return true;
}
void
cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
{
const float SOUND_INTENSITY = 50.0f;
CVehicle *playerVeh;
CVehicle *veh;
CAutomobile *automobile;
float relativeGearChange;
float relativeChange;
uint8 volume;
int32 freq = 0; // uinitialized variable
uint8 emittingVol;
cTransmission *transmission;
uint8 currentGear;
float modificator;
float traction = 0.f;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
playerVeh = FindPlayerVehicle();
veh = params->m_pVehicle;
if (playerVeh == veh && veh->GetStatus() == STATUS_WRECKED) {
SampleManager.StopChannel(m_nActiveSamples);
return;
}
if (veh->bEngineOn) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
automobile = (CAutomobile *)params->m_pVehicle;
if (params->m_nIndex == DODO) {
ProcessCesna(params);
return;
}
if (FindPlayerVehicle() == veh) {
ProcessPlayersVehicleEngine(params, automobile);
return;
}
transmission = params->m_pTransmission;
if (transmission) {
currentGear = params->m_pVehicle->m_nCurrentGear;
if (automobile->m_nWheelsOnGround) {
if (automobile->bIsHandbrakeOn) {
if (params->m_fVelocityChange == 0.0f)
traction = 0.9f;
} else if (params->m_pVehicle->GetStatus() == STATUS_SIMPLE) {
traction = 0.0f;
} else {
switch (transmission->nDriveType) {
case '4':
for (int32 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
if (automobile->m_aWheelState[i] == WHEEL_STATE_SPINNING)
traction += 0.05f;
}
break;
case 'F':
if (automobile->m_aWheelState[0] == WHEEL_STATE_SPINNING)
traction += 0.1f;
if (automobile->m_aWheelState[2] == WHEEL_STATE_SPINNING)
traction += 0.1f;
break;
case 'R':
if (automobile->m_aWheelState[1] == WHEEL_STATE_SPINNING)
traction += 0.1f;
if (automobile->m_aWheelState[3] == WHEEL_STATE_SPINNING)
traction += 0.1f;
break;
}
}
if (transmission->fMaxVelocity <= 0.f) {
relativeChange = 0.f;
} else if (currentGear) {
relativeGearChange =
Min(1.0f, (params->m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f);
if (traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE &&
params->m_fVelocityChange >= transmission->Gears[1].fShiftUpVelocity) {
traction = 0.7f;
}
relativeChange = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange;
} else
relativeChange =
Min(1.0f, 1.0f - Abs((params->m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity));
} else {
if (automobile->m_nDriveWheelsOnGround)
automobile->m_fGasPedalAudio *= 0.4f;
relativeChange = automobile->m_fGasPedalAudio;
}
modificator = relativeChange;
if (currentGear || !automobile->m_nWheelsOnGround)
freq = 1200 * currentGear + 18000.f * modificator + 14000;
else
freq = 13000.f * modificator + 14000;
if (modificator >= 0.75f) {
emittingVol = 120;
volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
} else {
emittingVol = modificator * 4.0f / 3.0f * 40.f + 80.f;
volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
}
} else {
modificator = 0.f;
emittingVol = 80;
volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
}
m_sQueueSample.m_nVolume = volume;
if (m_sQueueSample.m_nVolume) {
if (automobile->GetStatus() == STATUS_SIMPLE) {
if (modificator < 0.02f) {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType - 1 + SFX_CAR_IDLE_1;
freq = modificator * 10000 + 22050;
m_sQueueSample.m_nCounter = 52;
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex;
m_sQueueSample.m_nCounter = 2;
}
} else {
if (automobile->m_fGasPedal < 0.05f) {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType - 1 + SFX_CAR_IDLE_1;
freq = modificator * 10000 + 22050;
m_sQueueSample.m_nCounter = 52;
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nAccelerationSampleIndex;
m_sQueueSample.m_nCounter = 2;
}
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
m_sQueueSample.m_nFrequency /= 2;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
void
cAudioManager::UpdateGasPedalAudio(CAutomobile *automobile)
{
float newGasPedalAudio;
float gasPedal = Abs(automobile->m_fGasPedal);
float gasPedalAudio = automobile->m_fGasPedalAudio;
if (gasPedalAudio < gasPedal) {
newGasPedalAudio = gasPedalAudio + 0.09f;
if (gasPedal <= newGasPedalAudio)
newGasPedalAudio = gasPedal;
} else {
newGasPedalAudio = gasPedalAudio - 0.07f;
if (gasPedal >= newGasPedalAudio)
newGasPedalAudio = gasPedal;
}
automobile->m_fGasPedalAudio = newGasPedalAudio;
}
void
cAudioManager::PlayerJustGotInCar() const
{
if (m_bIsInitialised) {
bPlayerJustEnteredCar = true;
}
}
void
cAudioManager::PlayerJustLeftCar(void) const
{
// UNUSED: This is a perfectly empty function.
}
void
cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 unk1, uint8 counter, bool notLooping)
{
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_nSampleIndex = sample;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = freq;
if (notLooping) {
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
} else {
m_sQueueSample.m_nLoopCount = 1;
}
m_sQueueSample.m_nEmittingVolume = emittingVolume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
void
cAudioManager::ProcessCesna(cVehicleParams *params)
{
static uint8 nAccel = 0;
//((CAutomobile *)params->m_pVehicle)->Damage.GetEngineStatus();
if (FindPlayerVehicle() == params->m_pVehicle) {
if (params->m_nIndex == DODO) {
if (Pads[0].GetAccelerate() <= 0) {
if (nAccel)
--nAccel;
} else if (nAccel < 60) {
++nAccel;
}
AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, 0, 52, 1);
AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, 0, 2, 1);
}
} else if (params->m_nIndex == DODO) {
AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, 0, 52, 1);
} else if (params->m_fDistance < 40000.f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 52;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = 12500;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
m_sQueueSample.m_fSoundIntensity = 200.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
if (params->m_fDistance < 8100.f) {
m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = 25000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 4;
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 8.0f;
m_sQueueSample.m_fSoundIntensity = 90.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
void
cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *automobile)
{
static int32 GearFreqAdj[] = {6000, 6000, 3400, 1200, 0, -1000};
cTransmission *transmission;
float velocityChange;
float relativeVelocityChange;
float accelerationMultipler;
uint8 wheelInUseCounter;
float time;
int baseFreq;
uint8 vol;
int gearNr;
int32 freq;
int freqModifier;
int soundOffset;
uint8 engineSoundType;
int32 accelerateState;
bool channelUsed;
char lostTraction;
bool processedAccelSampleStopped;
uint8 currentGear;
float gasPedalAudio;
CVector pos;
static int16 LastAccel = 0;
static int16 LastBrake = 0;
static uint8 CurrentPretendGear = 1;
static bool bLostTractionLastFrame = false;
static bool bHandbrakeOnLastFrame = 0;
static int32 nCruising = 0;
static bool bAccelSampleStopped = true;
lostTraction = 0;
processedAccelSampleStopped = 0;
if (bPlayerJustEnteredCar) {
bAccelSampleStopped = true;
bPlayerJustEnteredCar = false;
nCruising = 0;
LastAccel = 0;
bLostTractionLastFrame = false;
LastBrake = 0;
bHandbrakeOnLastFrame = 0;
CurrentPretendGear = 1;
}
if (CReplay::IsPlayingBack()) {
accelerateState = 255.f * Max(0.0f, Min(1.0f, automobile->m_fGasPedal));
} else {
accelerateState = Pads->GetAccelerate();
}
channelUsed = SampleManager.GetChannelUsedFlag(m_nActiveSamples);
transmission = params->m_pTransmission;
velocityChange = params->m_fVelocityChange;
relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity;
accelerationMultipler = Min(Min(1.f, relativeVelocityChange), 0.f);
gasPedalAudio = accelerationMultipler;
currentGear = params->m_pVehicle->m_nCurrentGear;
if (transmission->nDriveType == '4') {
wheelInUseCounter = 0;
for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
if (automobile->m_aWheelState[i])
++wheelInUseCounter;
}
if (wheelInUseCounter > 2)
lostTraction = 1;
} else if (transmission->nDriveType == 'F') {
if ((automobile->m_aWheelState[0] || automobile->m_aWheelState[2]) && (automobile->m_aWheelState[1] || automobile->m_aWheelState[3])) {
lostTraction = 1;
}
} else if (transmission->nDriveType == 'R' && (automobile->m_aWheelState[1] || automobile->m_aWheelState[3])) {
lostTraction = 1;
}
if (0.0f != velocityChange) {
time = params->m_pVehicle->m_vecMoveSpeed.z / velocityChange;
if (time <= 0.0f) {
freqModifier = Max(-0.2f, time) * -15000.f;
} else {
freqModifier = -(Min(0.2f, time) * 15000.f);
}
if (params->m_fVelocityChange < -0.001f)
freqModifier = -freqModifier;
} else {
freqModifier = 0;
}
engineSoundType = aVehicleSettings[params->m_nIndex].m_bEngineSoundType;
soundOffset = 3 * (engineSoundType - 1);
if (accelerateState <= 0) {
if (params->m_fVelocityChange < -0.001f) {
if (channelUsed) {
SampleManager.StopChannel(m_nActiveSamples);
bAccelSampleStopped = true;
}
if (!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction) {
gasPedalAudio = automobile->m_fGasPedalAudio;
} else {
gasPedalAudio = Min(1.0f, params->m_fVelocityChange / params->m_pTransmission->fMaxReverseVelocity);
}
gasPedalAudio = Max(0.0f, gasPedalAudio);
automobile->m_fGasPedalAudio = gasPedalAudio;
} else if (LastAccel > 0) {
if (channelUsed) {
SampleManager.StopChannel(m_nActiveSamples);
bAccelSampleStopped = true;
}
nCruising = 0;
if (!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction ||
params->m_fVelocityChange >= 0.01f && automobile->m_fGasPedalAudio > 0.2f) {
automobile->m_fGasPedalAudio = automobile->m_fGasPedalAudio * 0.6f;
gasPedalAudio = automobile->m_fGasPedalAudio;
}
if (gasPedalAudio > 0.05f) {
freq = (5000.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 19000;
if (engineSoundType == 6)
freq /= 2;
AddPlayerCarSample((25.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63, 0);
}
}
freq = (10000.f * gasPedalAudio) + 22050;
if (engineSoundType == 6)
freq /= 2;
AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType + SFX_CAR_REV_10), 0, 52, 1);
CurrentPretendGear = Max(1, currentGear);
LastAccel = accelerateState;
bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
bLostTractionLastFrame = lostTraction;
return;
}
if (!nCruising) {
if (accelerateState < 150 || !automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction ||
currentGear < 2 && velocityChange - automobile->m_fVelocityChangeForAudio < 0.01f) { // here could be used abs
if (!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction) {
if (!automobile->m_nWheelsOnGround && automobile->m_nDriveWheelsOnGround ||
(automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame || lostTraction && !bLostTractionLastFrame) && automobile->m_nWheelsOnGround) {
automobile->m_fGasPedalAudio = automobile->m_fGasPedalAudio * 0.6f;
}
freqModifier = 0;
baseFreq = (15000.f * automobile->m_fGasPedalAudio) + 14000;
vol = (25.0f * automobile->m_fGasPedalAudio) + 60;
} else {
baseFreq = (8000.f * accelerationMultipler) + 16000;
vol = (25.0f * accelerationMultipler) + 60;
automobile->m_fGasPedalAudio = accelerationMultipler;
}
freq = freqModifier + baseFreq;
if (engineSoundType == 6)
freq /= 2;
if (channelUsed) {
SampleManager.StopChannel(m_nActiveSamples);
bAccelSampleStopped = true;
}
AddPlayerCarSample(vol, freq, (engineSoundType + SFX_PHONE_RING), 0, 2, 1);
LastAccel = accelerateState;
bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
bLostTractionLastFrame = lostTraction;
return;
}
TranslateEntity(&m_sQueueSample.m_vecPos, &pos);
if (bAccelSampleStopped) {
if (CurrentPretendGear != 1 || currentGear != 2) {
gearNr = currentGear - 1;
if (gearNr < 1)
gearNr = 1;
CurrentPretendGear = gearNr;
}
processedAccelSampleStopped = 1;
bAccelSampleStopped = false;
}
if (channelUsed) {
SampleManager.SetChannelEmittingVolume(m_nActiveSamples, 85);
SampleManager.SetChannel3DPosition(m_nActiveSamples, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(m_nActiveSamples, 50.f, 12.5f);
if (engineSoundType == 6)
freq = (GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) / 2;
else
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
SampleManager.SetChannelFrequency(m_nActiveSamples, freq);
if (!channelUsed) {
SampleManager.SetChannelReverbFlag(m_nActiveSamples, m_bDynamicAcousticModelingStatus != false);
SampleManager.StartChannel(m_nActiveSamples);
}
LastAccel = accelerateState;
bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
bLostTractionLastFrame = lostTraction;
return;
}
if (processedAccelSampleStopped) {
if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + SFX_CAR_ACCEL_1, 0))
return;
SampleManager.SetChannelLoopCount(m_nActiveSamples, 1);
SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1);
SampleManager.SetChannelEmittingVolume(m_nActiveSamples, 85);
SampleManager.SetChannel3DPosition(m_nActiveSamples, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(m_nActiveSamples, 50.f, 12.5f);
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
if (engineSoundType == 6)
freq /= 2;
SampleManager.SetChannelFrequency(m_nActiveSamples, freq);
if (!channelUsed) {
SampleManager.SetChannelReverbFlag(m_nActiveSamples, m_bDynamicAcousticModelingStatus != false);
SampleManager.StartChannel(m_nActiveSamples);
}
LastAccel = accelerateState;
bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
bLostTractionLastFrame = lostTraction;
return;
}
if (CurrentPretendGear < params->m_pTransmission->nNumberOfGears - 1) {
++CurrentPretendGear;
if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + SFX_CAR_ACCEL_1, 0))
return;
SampleManager.SetChannelLoopCount(m_nActiveSamples, 1);
SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1);
SampleManager.SetChannelEmittingVolume(m_nActiveSamples, 85);
SampleManager.SetChannel3DPosition(m_nActiveSamples, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(m_nActiveSamples, 50.f, 12.5f);
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
if (engineSoundType == 6)
freq /= 2;
SampleManager.SetChannelFrequency(m_nActiveSamples, freq);
if (!channelUsed) {
SampleManager.SetChannelReverbFlag(m_nActiveSamples, m_bDynamicAcousticModelingStatus != false);
SampleManager.StartChannel(m_nActiveSamples);
}
LastAccel = accelerateState;
bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
bLostTractionLastFrame = lostTraction;
return;
}
nCruising = 1;
}
bAccelSampleStopped = true;
if (accelerateState < 150 || !automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction ||
currentGear < params->m_pTransmission->nNumberOfGears - 1) {
nCruising = 0;
} else {
if (accelerateState >= 220 && 0.001f + params->m_fVelocityChange < automobile->m_fVelocityChangeForAudio) {
if (nCruising < 800)
++nCruising;
} else if (nCruising > 3) {
--nCruising;
}
freq = 27 * nCruising + freqModifier + 22050;
if (engineSoundType == 6)
freq /= 2;
AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, 1);
}
LastAccel = accelerateState;
bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
bLostTractionLastFrame = lostTraction;
}
void
cAudioManager::ProcessVehicleSkidding(cVehicleParams *params)
{
const float SOUND_INTENSITY = 40.0f;
CAutomobile *automobile;
cTransmission *transmission;
int32 emittingVol;
float newSkidVal = 0.0f;
float skidVal = 0.0f;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return;
automobile = (CAutomobile *)params->m_pVehicle;
if (!automobile->m_nWheelsOnGround)
return;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
for (int32 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
if (automobile->m_aWheelState[i] == WHEEL_STATE_NORMAL || automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING)
continue;
transmission = params->m_pTransmission;
switch (transmission->nDriveType) {
case '4':
newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange);
break;
case 'F':
if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange);
else
newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange);
break;
case 'R':
if (i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT)
newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange);
else
newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params->m_fVelocityChange);
break;
default:
break;
}
skidVal = Max(skidVal, newSkidVal);
}
if (skidVal > 0.0f) {
emittingVol = 50.f * skidVal;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 3;
switch (params->m_pVehicle->m_nSurfaceTouched) {
case SURFACE_GRASS:
case SURFACE_HEDGE:
m_sQueueSample.m_nSampleIndex = SFX_RAIN;
emittingVol /= 4;
m_sQueueSample.m_nFrequency = 13000.f * skidVal + 35000.f;
m_sQueueSample.m_nVolume /= 4;
break;
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
case SURFACE_SAND:
case SURFACE_WATER:
m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
m_sQueueSample.m_nFrequency = 6000.f * skidVal + 10000.f;
break;
default:
m_sQueueSample.m_nSampleIndex = SFX_SKID;
m_sQueueSample.m_nFrequency = 5000.f * skidVal + 11000.f;
break;
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 8;
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();
}
}
}
float
cAudioManager::GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange)
{
tWheelState wheelState;
float relativeVelChange;
float gasPedalAudio = automobile->m_fGasPedalAudio;
float modificator;
float velChange;
float relativeVel;
wheelState = automobile->m_aWheelState[wheel];
if (wheelState == WHEEL_STATE_SPINNING && gasPedalAudio > 0.4f) {
relativeVelChange = (gasPedalAudio - 0.4f) * 1.25f;
} else if (wheelState == WHEEL_STATE_SKIDDING) {
relativeVelChange = Min(1.0f, Abs(velocityChange) / transmission->fMaxVelocity);
} else if (wheelState == WHEEL_STATE_FIXED) {
modificator = 0.4f;
relativeVelChange = gasPedalAudio;
if (relativeVelChange > 0.4f) {
relativeVelChange = relativeVelChange - 0.4f;
modificator = 5.f / 3.f;
}
velChange = Abs(velocityChange);
if (relativeVelChange > 0.4f)
relativeVelChange = relativeVelChange * modificator;
if (velChange > 0.04f) {
relativeVel = Min(1.0f, velChange / transmission->fMaxVelocity);
} else {
relativeVel = 0.0f;
}
if (relativeVel >= relativeVelChange)
relativeVelChange = relativeVel;
} else {
relativeVelChange = 0.0f;
}
return Max(relativeVelChange, Min(1.0f, Abs(automobile->m_vecTurnSpeed.z) * 20.0f));
}
float
cAudioManager::GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange)
{
float relativeVelChange;
if (automobile->m_aWheelState[wheel] == WHEEL_STATE_SKIDDING)
relativeVelChange = Min(1.0f, Abs(velocityChange) / transmission->fMaxVelocity);
else
relativeVelChange = 0.0f;
return Max(relativeVelChange, Min(1.0f, Abs(automobile->m_vecTurnSpeed.z) * 20.0f));
}
void
cAudioManager::ProcessVehicleHorn(cVehicleParams *params)
{
const float SOUND_INTENSITY = 40.0f;
CAutomobile *automobile;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
automobile = (CAutomobile *)params->m_pVehicle;
if ((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params->m_nIndex)) && automobile->GetModelIndex() != MI_MRWHOOP) {
if (automobile->m_nCarHornTimer) {
if (params->m_pVehicle->GetStatus() != STATUS_PLAYER) {
automobile->m_nCarHornTimer = Min(44, automobile->m_nCarHornTimer);
if (automobile->m_nCarHornTimer == 44)
automobile->m_nCarHornPattern = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7;
if (!hornPatternsArray[automobile->m_nCarHornPattern][44 - automobile->m_nCarHornTimer])
return;
}
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 4;
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nHornSample;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nHornFrequency;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 5.0f;
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();
}
}
}
}
}
bool
cAudioManager::UsesSiren(int32 model) const
{
switch (model) {
case FIRETRUK:
case AMBULAN:
case FBICAR:
case POLICE:
case ENFORCER:
case PREDATOR:
return true;
default:
return false;
}
}
bool
cAudioManager::UsesSirenSwitching(int32 model) const
{
switch (model) {
case AMBULAN:
case POLICE:
case ENFORCER:
case PREDATOR:
return true;
default:
return false;
}
}
void
cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
{
const float SOUND_INTENSITY = 110.0f;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
CVehicle *veh = params->m_pVehicle;
if (veh->m_bSirenOrAlarm == false && veh->m_nAlarmState <= 0)
return;
#ifdef FIX_BUGS
if (params->m_pVehicle->GetStatus() == STATUS_WRECKED)
return;
#endif
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 5;
if (UsesSiren(params->m_nIndex)) {
if (params->m_pVehicle->GetStatus() == STATUS_ABANDONED)
return;
if (veh->m_nCarHornTimer && params->m_nIndex != FIRETRUK) {
m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST;
if (params->m_nIndex == FBICAR)
m_sQueueSample.m_nFrequency = 16113;
else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SIREN_FAST);
m_sQueueSample.m_nCounter = 60;
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmSample;
m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmFrequency;
}
} else {
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmSample;
m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmFrequency;
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 7.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
return;
}
}
}
bool
cAudioManager::UsesReverseWarning(int32 model) const
{
return model == LINERUN || model == FIRETRUK || model == TRASH || model == BUS || model == COACH;
}
bool
cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
{
const float SOUND_INTENSITY = 50.0f;
CVehicle *veh = params->m_pVehicle;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 12;
m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 60;
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();
}
}
return true;
}
bool
cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
{
const float SOUND_INTENSITY = 40.0f;
CAutomobile *automobile;
int8 doorState;
int32 emittingVol;
float velocity;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
automobile = (CAutomobile *)params->m_pVehicle;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
for (int32 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) {
if (automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) {
doorState = automobile->Doors[i].m_nDoorState;
if (doorState == DOOR_STATUS_SMASHED || doorState == DOOR_STATUS_SWINGING) {
velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel));
if (velocity > 0.0035f) {
emittingVol = (100.f * velocity * 10.f / 3.f);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = i + 6;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000);
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 1.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = true;
AddSampleToRequestedQueue();
}
}
}
}
}
return true;
}
bool
cAudioManager::ProcessAirBrakes(cVehicleParams *params)
{
CAutomobile *automobile;
uint8 rand;
if (params->m_fDistance > 900.0f)
return false;
automobile = (CAutomobile *)params->m_pVehicle;
if (!automobile->bEngineOn)
return true;
if ((automobile->m_fVelocityChangeForAudio < 0.025f || params->m_fVelocityChange >= 0.025f) &&
(automobile->m_fVelocityChangeForAudio > -0.025f || params->m_fVelocityChange <= 0.025f))
return true;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
rand = m_anRandomTable[0] % 10 + 70;
m_sQueueSample.m_nVolume = ComputeVolume(rand, 30.0f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 13;
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = rand;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
return true;
}
bool
cAudioManager::HasAirBrakes(int32 model) const
{
return model == LINERUN || model == FIRETRUK || model == TRASH || model == BUS || model == COACH;
}
bool
cAudioManager::ProcessEngineDamage(cVehicleParams *params)
{
const int engineDamageIntensity = 40;
CAutomobile *veh;
uint8 engineStatus;
uint8 emittingVolume;
if (params->m_fDistance >= SQR(engineDamageIntensity))
return false;
veh = (CAutomobile *)params->m_pVehicle;
if (veh->bEngineOn) {
engineStatus = veh->Damage.GetEngineStatus();
if (engineStatus > 250 || engineStatus < 100)
return true;
if (engineStatus < 225) {
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
emittingVolume = 6;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_nFrequency = 40000;
} else {
emittingVolume = 60;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
}
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, engineDamageIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 28;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = engineDamageIntensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
return true;
}
bool
cAudioManager::ProcessCarBombTick(cVehicleParams *params)
{
CAutomobile *automobile;
if (params->m_fDistance >= SQR(40.f))
return false;
automobile = (CAutomobile *)params->m_pVehicle;
if (automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(60, 40.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 35;
m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 60;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
return true;
}
void
cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
{
int16 event;
uint8 emittingVol;
float relVol;
float vol;
bool noReflections;
float maxDist;
cPedParams pedParams;
static uint8 WaveIndex = 41;
static uint8 GunIndex = 53;
static uint8 iWheelIndex = 82;
static uint8 CrunchOffset = 0;
for (int i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
noReflections = 0;
m_sQueueSample.m_bRequireReflection = false;
event = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch (event) {
case SOUND_CAR_DOOR_CLOSE_BONNET:
case SOUND_CAR_DOOR_CLOSE_BUMPER:
case SOUND_CAR_DOOR_CLOSE_FRONT_LEFT:
case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT:
case SOUND_CAR_DOOR_CLOSE_BACK_LEFT:
case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT: {
const float SOUND_INTENSITY = 50.0f;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[2] % 5 + 122;
switch (aVehicleSettings[params->m_nIndex].m_bDoorType) {
case 0:
m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE;
break;
case 2:
m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE;
break;
case 3:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
default:
m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
break;
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_DOOR_OPEN_BONNET:
case SOUND_CAR_DOOR_OPEN_BUMPER:
case SOUND_CAR_DOOR_OPEN_FRONT_LEFT:
case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT:
case SOUND_CAR_DOOR_OPEN_BACK_LEFT:
case SOUND_CAR_DOOR_OPEN_BACK_RIGHT: {
const float SOUND_INTENSITY = 50.0f;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[1] % 10 + 117;
switch (aVehicleSettings[params->m_nIndex].m_bDoorType) {
case 0:
m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN;
break;
case 2:
m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN;
break;
case 3:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
default:
m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
break;
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_WINDSHIELD_CRACK: {
const float SOUND_INTENSITY = 30.0f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 68;
emittingVol = m_anRandomTable[1] % 30 + 60;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
} break;
case SOUND_CAR_JUMP: {
const float SOUND_INTENSITY = 35.0f;
emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iWheelIndex++;
if (iWheelIndex > 85)
iWheelIndex = 82;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
if (params->m_nIndex == 41) {
m_sQueueSample.m_nFrequency *= 2;
emittingVol /= 2;
}
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
break;
}
case SOUND_CAR_ENGINE_START: {
const float SOUND_INTENSITY = 40.0f;
emittingVol = 60;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 33;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_LIGHT_BREAK: {
const float SOUND_INTENSITY = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 37;
m_sQueueSample.m_nFrequency = 9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 10 + 30;
break;
}
case SOUND_CAR_HYDRAULIC_1:
case SOUND_CAR_HYDRAULIC_2: {
const float SOUND_INTENSITY = 35.0f;
if (event == MOONBEAM) // todo check
m_sQueueSample.m_nFrequency = 15600;
else
m_sQueueSample.m_nFrequency = 13118;
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 51;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[0] % 15 + 55;
break;
}
case SOUND_CAR_HYDRAULIC_3: {
const float SOUND_INTENSITY = 35.0f;
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 86;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nReleasingVolumeDivider = 7;
noReflections = true;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[0] % 15 + 55;
break;
}
case SOUND_CAR_JERK: {
const float SOUND_INTENSITY = 35.0f;
m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 87;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[1] % 15 + 55;
break;
}
case SOUND_CAR_SPLASH: {
const float SOUND_INTENSITY = 40.0f;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol <= 300.f)
continue;
if (vol > 1200.f)
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200.0f;
relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300.f) / 900.f;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = WaveIndex++;
if (WaveIndex > 46)
WaveIndex = 41;
m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = (55.f * relVol);
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_17: {
const float SOUND_INTENSITY = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 47;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + RandomDisplacement(600);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_18:
case SOUND_19: {
const float SOUND_INTENSITY = 35.0f;
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 59;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 5.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[1] % 20 + 70;
break;
}
case SOUND_CAR_TANK_TURRET_ROTATE: {
const float SOUND_INTENSITY = 40.0f;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol > 96.0f / 2500.0f)
vol = 96.0f / 2500.0f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 79;
m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = (37.f * vol * 2500.0f / 96.0f) + 90;
maxDist = SQR(SOUND_INTENSITY);
noReflections = true;
break;
}
case SOUND_CAR_BOMB_TICK: {
const float SOUND_INTENSITY = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 80;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_bRequireReflection = true;
emittingVol = 60;
break;
}
case SOUND_PLANE_ON_GROUND: {
const float SOUND_INTENSITY = 180.0f;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 81;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 25 + 75;
break;
}
case SOUND_WEAPON_SHOT_FIRED: {
const float SOUND_INTENSITY = 120.0f;
emittingVol = m_anRandomTable[2];
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = emittingVol % 15 + 65;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
break;
}
case SOUND_WEAPON_HIT_VEHICLE: {
const float SOUND_INTENSITY = 40.0f;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 34;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[3] % 20 + 90;
break;
}
case SOUND_BOMB_TIMED_ACTIVATED:
case SOUND_55:
case SOUND_BOMB_ONIGNITION_ACTIVATED:
case SOUND_BOMB_TICK: {
const float SOUND_INTENSITY = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 36;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB);
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
emittingVol = 50;
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_PED_HELI_PLAYER_FOUND:
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
pedParams.m_fDistance = 0.0f;
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND);
continue;
case SOUND_PED_BODYCAST_HIT:
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
pedParams.m_fDistance = 0.0f;
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT);
continue;
case SOUND_WATER_FALL: {
const float SOUND_INTENSITY = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 15;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_bRequireReflection = true;
emittingVol = m_anRandomTable[4] % 20 + 90;
break;
}
case SOUND_SPLATTER: {
const float SOUND_INTENSITY = 40.0f;
m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 48;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + RandomDisplacement(600);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
++CrunchOffset;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 20 + 55;
CrunchOffset %= 2;
m_sQueueSample.m_bRequireReflection = true;
break;
}
case SOUND_CAR_PED_COLLISION: {
const float SOUND_INTENSITY = 40.0f;
vol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]);
emittingVol = (vol / 20.0f * 127.f);
if (!emittingVol)
continue;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 50;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
break;
}
default:
continue;
}
if (params->m_fDistance < maxDist) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
if (noReflections) {
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
} else {
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
}
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bIs2D = false;
AddSampleToRequestedQueue();
}
}
}
}
bool
cAudioManager::ProcessTrainNoise(cVehicleParams *params)
{
const float SOUND_INTENSITY = 300.0f;
CTrain *train;
uint8 emittingVol;
float speedMultipler;
if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false;
if (params->m_fVelocityChange > 0.0f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
train = (CTrain *)params->m_pVehicle;
speedMultipler = Min(1.0f, train->m_fSpeed * 250.f / 51.f);
emittingVol = (75.f * speedMultipler);
if (train->m_fWagonPosition == 0.0f) {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 32;
m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR);
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();
}
}
const float SOUND_INTENSITY = 70.0f;
if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 33;
m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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();
}
}
}
return true;
}
bool
cAudioManager::ProcessBoatEngine(cVehicleParams *params)
{
CBoat *boat;
float padRelativeAccerate;
float gasPedal;
int32 padAccelerate;
uint8 emittingVol;
float oneShotVol;
static uint16 LastAccel = 0;
static uint8 LastVol = 0;
static const int intensity = 50;
if (params->m_fDistance < SQR(intensity)) {
boat = (CBoat *)params->m_pVehicle;
if (params->m_nIndex == REEFER) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, 50.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 39;
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
m_sQueueSample.m_nFrequency = 10386;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 80;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 7;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
if (FindPlayerVehicle() == params->m_pVehicle) {
if (Pads[0].GetAccelerate() <= Pads[0].GetBrake())
padAccelerate = Pads[0].GetBrake();
else
padAccelerate = Pads[0].GetAccelerate();
padRelativeAccerate = padAccelerate / 255;
emittingVol = (100.f * padRelativeAccerate) + 15;
m_sQueueSample.m_nFrequency = (3000.f * padRelativeAccerate) + 6000;
if (!boat->m_bIsAnchored)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
} else {
gasPedal = Abs(boat->m_fGasPedal);
if (gasPedal > 0.0f) {
m_sQueueSample.m_nFrequency = 6000;
emittingVol = 15;
} else {
emittingVol = (100.f * gasPedal) + 15;
m_sQueueSample.m_nFrequency = (3000.f * gasPedal) + 6000;
if (!boat->m_bIsAnchored)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
}
}
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
if (!m_sQueueSample.m_nVolume)
return true;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
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 = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 7;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
} else {
if (FindPlayerVehicle() == params->m_pVehicle) {
if (Pads[0].GetAccelerate() <= Pads[0].GetBrake())
padAccelerate = Pads[0].GetBrake();
else
padAccelerate = Pads[0].GetAccelerate();
if (padAccelerate <= 20) {
emittingVol = 45 - 45 * padAccelerate / 40;
m_sQueueSample.m_nFrequency = 100 * padAccelerate + 11025;
m_sQueueSample.m_nCounter = 39;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
if (LastAccel > 20) {
oneShotVol = LastVol;
PlayOneShot(m_sQueueSample.m_nEntityIndex, SOUND_17, oneShotVol);
}
} else {
emittingVol = 105 * padAccelerate / 255 + 15;
m_sQueueSample.m_nFrequency = 4000 * padAccelerate / 255 + 8000;
if (!boat->m_bIsAnchored)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
}
LastVol = emittingVol;
LastAccel = padAccelerate;
} else {
gasPedal = Abs(boat->m_fGasPedal);
if (gasPedal > 0.0f) {
m_sQueueSample.m_nFrequency = 11025;
emittingVol = 45;
m_sQueueSample.m_nCounter = 39;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
} else {
emittingVol = (105.f * gasPedal) + 15;
m_sQueueSample.m_nFrequency = (4000.f * gasPedal) + 8000;
if (!boat->m_bIsAnchored)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
}
}
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
if (!m_sQueueSample.m_nVolume)
return true;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
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 = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 7;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
}
AddSampleToRequestedQueue();
return true;
}
return false;
}
bool
cAudioManager::ProcessBoatMovingOverWater(cVehicleParams *params)
{
float velocityChange;
int32 vol;
float multiplier;
if (params->m_fDistance > 2500.f)
return false;
velocityChange = Abs(params->m_fVelocityChange);
if (velocityChange <= 0.0005f && params->m_pVehicle->GetPosition().y)
return true;
velocityChange = Min(0.75f, velocityChange);
multiplier = (velocityChange - 0.0005f) * 1.3342f;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
vol = (30.f * multiplier);
m_sQueueSample.m_nVolume = ComputeVolume(vol, 50.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 38;
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = vol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
return true;
}
struct tHelicopterSampleData {
float m_fMaxDistance;
float m_fBaseDistance;
uint8 m_bBaseVolume;
};
bool
cAudioManager::ProcessHelicopter(cVehicleParams *params)
{
CHeli *heli;
float MaxDist;
float dist;
float baseDist;
int32 emittingVol;
static const tHelicopterSampleData gHeliSfxRanges[3] = {{400.f, 380.f, 100}, {100.f, 70.f, MAX_VOLUME}, {60.f, 30.f, MAX_VOLUME}};
if (gHeliSfxRanges[0].m_fMaxDistance * gHeliSfxRanges[0].m_fMaxDistance <= params->m_fDistance)
return false;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
heli = (CHeli *)params->m_pVehicle;
for (uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) {
MaxDist = gHeliSfxRanges[i].m_fMaxDistance;
dist = m_sQueueSample.m_fDistance;
if (dist >= MaxDist)
return true;
baseDist = gHeliSfxRanges[i].m_fBaseDistance;
if (dist < baseDist)
emittingVol = (gHeliSfxRanges[i].m_bBaseVolume * ((MaxDist - dist) / (MaxDist - baseDist)));
else
emittingVol = gHeliSfxRanges[i].m_bBaseVolume;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, gHeliSfxRanges[i].m_fMaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = i + 65;
m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 6.0f;
m_sQueueSample.m_fSoundIntensity = gHeliSfxRanges[i].m_fMaxDistance;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
return true;
}
void
cAudioManager::ProcessPlane(cVehicleParams *params)
{
switch (params->m_nIndex) {
case AIRTRAIN:
ProcessJumbo(params);
break;
case DEADDODO:
ProcessCesna(params);
break;
default:
debug("Plane Model Id is %d\n, ", params->m_pVehicle->GetModelIndex());
break;
}
}
#pragma region JUMBO
uint8 gJumboVolOffsetPercentage;
void
DoJumboVolOffset()
{
if (!(AudioManager.GetFrameCounter() % (AudioManager.GetRandomNumber(0) % 6 + 3)))
gJumboVolOffsetPercentage = AudioManager.GetRandomNumber(1) % 60;
}
void
cAudioManager::ProcessJumbo(cVehicleParams *params)
{
CPlane *plane;
float position;
if (params->m_fDistance < 193600.0f) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
plane = (CPlane *)params->m_pVehicle;
DoJumboVolOffset();
position = PlanePathPosition[plane->m_nPlaneId];
if (position <= TakeOffPoint) {
if (plane->m_fSpeed <= 0.10334f) {
ProcessJumboTaxi();
return;
}
ProcessJumboAccel(plane);
} else if (300.0f + TakeOffPoint >= position) {
ProcessJumboTakeOff(plane);
} else if (LandingPoint - 350.0f >= position) {
ProcessJumboFlying();
} else {
if (position > LandingPoint) {
if (plane->m_fSpeed > 0.10334f) {
ProcessJumboDecel(plane);
return;
}
ProcessJumboTaxi();
return;
}
ProcessJumboLanding(plane);
}
}
}
void
cAudioManager::ProcessJumboTaxi()
{
if (SetupJumboFlySound(20)) {
if (SetupJumboTaxiSound(75))
SetupJumboWhineSound(18, 29500);
}
}
void
cAudioManager::ProcessJumboAccel(CPlane *plane)
{
int32 engineFreq;
int32 vol;
float whineSoundFreq;
float modificator;
if (SetupJumboFlySound(20)) {
modificator = (plane->m_fSpeed - 0.10334f) * 1.676f;
if (modificator > 1.0f)
modificator = 1.0f;
if (SetupJumboRumbleSound(MAX_VOLUME * modificator) && SetupJumboTaxiSound((1.0f - modificator) * 75.f)) {
if (modificator < 0.2f) {
whineSoundFreq = modificator * 5.f * 14600.0f + 29500;
vol = modificator * 5.f * MAX_VOLUME;
engineFreq = modificator * 5.f * 6050.f + 16000;
} else {
whineSoundFreq = 44100;
engineFreq = 22050;
vol = MAX_VOLUME;
}
SetupJumboEngineSound(vol, engineFreq);
SetupJumboWhineSound(18, whineSoundFreq);
}
}
}
void
cAudioManager::ProcessJumboTakeOff(CPlane *plane)
{
const float modificator = (PlanePathPosition[plane->m_nPlaneId] - TakeOffPoint) / 300.f;
if (SetupJumboFlySound((107.f * modificator) + 20) && SetupJumboRumbleSound(MAX_VOLUME * (1.f - modificator))) {
if (SetupJumboEngineSound(MAX_VOLUME, 22050))
SetupJumboWhineSound(18.f * (1.f - modificator), 44100);
}
}
void
cAudioManager::ProcessJumboFlying()
{
if (SetupJumboFlySound(MAX_VOLUME))
SetupJumboEngineSound(63, 22050);
}
void
cAudioManager::ProcessJumboLanding(CPlane *plane)
{
const float modificator = (LandingPoint - PlanePathPosition[plane->m_nPlaneId]) / 350.f;
if (SetupJumboFlySound(107.f * modificator + 20)) {
if (SetupJumboTaxiSound(75.f * (1.f - modificator))) {
SetupJumboEngineSound(MAX_VOLUME, 22050);
SetupJumboWhineSound(18.f * (1.f - modificator), 14600.f * modificator + 29500);
}
}
}
void
cAudioManager::ProcessJumboDecel(CPlane *plane)
{
if (SetupJumboFlySound(20) && SetupJumboTaxiSound(75)) {
const float modificator = Min(1.f, (plane->m_fSpeed - 0.10334f) * 1.676f);
SetupJumboEngineSound(MAX_VOLUME * modificator, 6050.f * modificator + 16000);
SetupJumboWhineSound(18, 29500);
}
}
bool
cAudioManager::SetupJumboTaxiSound(uint8 vol)
{
const float SOUND_INTENSITY = 180.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
uint8 emittingVol = (vol / 2) + ((vol / 2) * m_sQueueSample.m_fDistance / SOUND_INTENSITY);
if (m_sQueueSample.m_fDistance / SOUND_INTENSITY < 0.7f)
emittingVol -= emittingVol * gJumboVolOffsetPercentage / 100;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = GetJumboTaxiFreq();
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 = 4.0f;
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();
}
return true;
}
bool
cAudioManager::SetupJumboWhineSound(uint8 emittingVol, int32 freq)
{
const float SOUND_INTENSITY = 170.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = freq;
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 = 4.0f;
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();
}
return true;
}
bool
cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
{
const float SOUND_INTENSITY = 180.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
uint8 emittingVol = vol - gJumboVolOffsetPercentage / 100;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 3;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = freq;
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 = 4.0f;
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();
}
return true;
}
bool
cAudioManager::SetupJumboFlySound(uint8 emittingVol)
{
const float SOUND_INTENSITY = 440.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
int32 vol = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = vol;
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
AddSampleToRequestedQueue();
}
return true;
}
bool
cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
{
const float SOUND_INTENSITY = 240.0f;
if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY)
return false;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 5;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE);
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 = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 12;
m_sQueueSample.m_nOffset = 0;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
m_sQueueSample.m_nCounter = 6;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
m_sQueueSample.m_nFrequency += 200;
m_sQueueSample.m_nOffset = MAX_VOLUME;
AddSampleToRequestedQueue();
}
return true;
}
int32
cAudioManager::GetJumboTaxiFreq() const
{
return (60.833f * m_sQueueSample.m_fDistance) + 22050;
}
#pragma endregion Some jumbo crap
#pragma endregion All the vehicle audio code
#pragma region PED AUDIO
void
cAudioManager::ProcessPed(CPhysical *ped)
{
cPedParams params;
params.m_pPed = nil;
params.m_bDistanceCalculated = false;
params.m_fDistance = 0.0f;
m_sQueueSample.m_vecPos = ped->GetPosition();
// params.m_bDistanceCalculated = false;
params.m_pPed = (CPed *)ped;
params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
ProcessPedOneShots(¶ms);
}
void
cAudioManager::ProcessPedOneShots(cPedParams *params)
{
uint8 emittingVol;
int32 sampleIndex;
CPed *ped = params->m_pPed;
bool stereo;
int16 sound;
bool noReflection;
CWeapon *weapon;
float maxDist = 0.f; // uninitialized variable
static uint8 iSound = 21;
weapon = params->m_pPed->GetWeapon();
for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
noReflection = false;
stereo = false;
m_sQueueSample.m_bRequireReflection = false;
sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch (sound) {
case SOUND_STEP_START:
case SOUND_STEP_END:
if (!params->m_pPed->bIsLooking) {
emittingVol = m_anRandomTable[3] % 15 + 45;
if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
emittingVol /= 2;
maxDist = 400.f;
switch (params->m_pPed->m_nSurfaceTouched) {
case SURFACE_GRASS:
sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1;
break;
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
sampleIndex = m_anRandomTable[4] % 5 + SFX_FOOTSTEP_GRAVEL_1;
break;
case SURFACE_CAR:
case SURFACE_GARAGE_DOOR:
case SURFACE_CAR_PANEL:
case SURFACE_THICK_METAL_PLATE:
case SURFACE_SCAFFOLD_POLE:
case SURFACE_LAMP_POST:
case SURFACE_FIRE_HYDRANT:
case SURFACE_GIRDER:
case SURFACE_METAL_CHAIN_FENCE:
case SURFACE_CONTAINER:
case SURFACE_NEWS_VENDOR:
sampleIndex = m_anRandomTable[0] % 5 + SFX_FOOTSTEP_METAL_1;
break;
case SURFACE_SAND:
sampleIndex = (m_anRandomTable[4] & 3) + SFX_FOOTSTEP_SAND_1;
break;
case SURFACE_WATER:
sampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
break;
case SURFACE_WOOD_CRATES:
case SURFACE_WOOD_BENCH:
case SURFACE_WOOD_SOLID:
sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_WOOD_1;
break;
case SURFACE_HEDGE:
sampleIndex = m_anRandomTable[2] % 5 + SFX_COL_VEG_1;
break;
default:
sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_CONCRETE_1;
break;
}
m_sQueueSample.m_nSampleIndex = sampleIndex;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 28;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
switch (params->m_pPed->m_nMoveState) {
case PEDMOVE_WALK:
emittingVol /= 4;
m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_RUN:
emittingVol /= 2;
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_SPRINT:
m_sQueueSample.m_nFrequency = 12 * m_sQueueSample.m_nFrequency / 10;
break;
default:
break;
}
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
}
break;
case SOUND_FALL_LAND:
case SOUND_FALL_COLLAPSE:
if (!ped->bIsLooking) {
maxDist = SQR(30);
emittingVol = m_anRandomTable[3] % 20 + 80;
if (ped->m_nSurfaceTouched == SURFACE_WATER) {
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
} else if (sound == SOUND_FALL_LAND) {
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
} else {
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
}
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
}
break;
case SOUND_FIGHT_PUNCH_33:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KICK_34:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_HEADBUTT_35:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_36:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_37:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_CLOSE_PUNCH_38:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_39:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_41:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KNEE_OR_KICK_43:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KICK_44:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 26 + 100;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_WEAPON_BAT_ATTACK:
m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = m_anRandomTable[2] % 20 + 100;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
case SOUND_WEAPON_SHOT_FIRED:
weapon = &ped->m_weapons[ped->m_currentWeapon];
switch (weapon->m_eWeaponType) {
case WEAPONTYPE_COLT45:
m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
maxDist = SQR(50);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = m_anRandomTable[1] % 10 + 90;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
case WEAPONTYPE_UZI:
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
maxDist = SQR(80);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[3] % 15 + 70;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case WEAPONTYPE_SHOTGUN:
m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
maxDist = 3600.f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = m_anRandomTable[2] % 10 + 100;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
case WEAPONTYPE_RUGER:
m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
maxDist = SQR(80);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[1] % 15 + 70;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case WEAPONTYPE_M4:
m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
maxDist = SQR(80);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[4] % 15 + 70;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case WEAPONTYPE_SNIPERRIFLE:
m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
maxDist = 3600.f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = m_anRandomTable[4] % 10 + 110;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
case WEAPONTYPE_ROCKETLAUNCHER:
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 90.0f;
maxDist = 8100.f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = m_anRandomTable[0] % 20 + 80;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
case WEAPONTYPE_FLAMETHROWER:
m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 9;
emittingVol = 90;
m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex & 2047) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
maxDist = 3600.f;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nEmittingVolume = 90;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 6;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
default:
continue;
}
break;
case SOUND_WEAPON_RELOAD:
weapon = &ped->m_weapons[ped->m_currentWeapon];
switch (weapon->m_eWeaponType) {
case WEAPONTYPE_COLT45:
m_sQueueSample.m_nSampleIndex = SFX_PISTOL_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PISTOL_RELOAD) + RandomDisplacement(300);
break;
case WEAPONTYPE_UZI:
m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
m_sQueueSample.m_nFrequency = 39243;
break;
case WEAPONTYPE_SHOTGUN:
m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
m_sQueueSample.m_nFrequency = 30290;
break;
case WEAPONTYPE_RUGER:
m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD);
break;
case WEAPONTYPE_M4:
m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_RELOAD);
break;
case WEAPONTYPE_SNIPERRIFLE:
m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD);
break;
case WEAPONTYPE_ROCKETLAUNCHER:
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_RELOAD;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_RELOAD);
break;
default:
continue;
}
emittingVol = 75;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency += RandomDisplacement(300);
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = 75;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_WEAPON_AK47_BULLET_ECHO:
case SOUND_WEAPON_UZI_BULLET_ECHO:
case SOUND_WEAPON_M16_BULLET_ECHO:
m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
maxDist = SQR(80);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = m_anRandomTable[4] % 10 + 40;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
if (m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
noReflection = true;
break;
case SOUND_WEAPON_FLAMETHROWER_FIRE:
m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
maxDist = 3600.f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
emittingVol = 70;
m_sQueueSample.m_nEmittingVolume = 70;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case SOUND_WEAPON_HIT_PED:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
maxDist = SQR(30);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[0] % 20 + 90;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case SOUND_SPLASH:
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
stereo = true;
m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
maxDist = 1600.f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
emittingVol = m_anRandomTable[2] % 30 + 70;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
default:
SetupPedComments(params, sound);
continue;
}
if (stereo && iSound > 60)
iSound = 21;
if (params->m_fDistance < maxDist) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
if (noReflection) {
if (0.2f * m_sQueueSample.m_fSoundIntensity <= m_sQueueSample.m_fDistance) {
noReflection = 0;
} else {
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nOffset = 0;
}
}
m_sQueueSample.m_bReverbFlag = true;
AddSampleToRequestedQueue();
if (noReflection) {
m_sQueueSample.m_nOffset = 127;
++m_sQueueSample.m_nSampleIndex;
if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED ||
weapon->m_eWeaponType != WEAPONTYPE_FLAMETHROWER) {
m_sQueueSample.m_nCounter = iSound++;
if (iSound > 60)
iSound = 21;
} else {
++m_sQueueSample.m_nCounter;
}
AddSampleToRequestedQueue();
}
}
}
}
}
void
cAudioManager::SetupPedComments(cPedParams *params, uint32 sound)
{
CPed *ped = params->m_pPed;
uint8 emittingVol;
float soundIntensity;
tPedComment pedComment;
if (ped != nil) {
switch (sound) {
case SOUND_AMMUNATION_WELCOME_1:
pedComment.m_nSampleIndex = SFX_AMMU_D;
break;
case SOUND_AMMUNATION_WELCOME_2:
pedComment.m_nSampleIndex = SFX_AMMU_E;
break;
case SOUND_AMMUNATION_WELCOME_3:
pedComment.m_nSampleIndex = SFX_AMMU_F;
break;
default:
pedComment.m_nSampleIndex = GetPedCommentSfx(ped, sound);
if (pedComment.m_nSampleIndex == NO_SAMPLE)
return;
break;
}
soundIntensity = 50.0f;
} else {
switch (sound) {
case SOUND_PED_HELI_PLAYER_FOUND:
soundIntensity = 400.0f;
pedComment.m_nSampleIndex = GetRandomNumberInRange(m_sQueueSample.m_nEntityIndex % 4, SFX_POLICE_HELI_1, SFX_POLICE_HELI_29);
break;
case SOUND_PED_BODYCAST_HIT:
if (CTimer::GetTimeInMilliseconds() <= gNextCryTime)
return;
soundIntensity = 50.0f;
gNextCryTime = CTimer::GetTimeInMilliseconds() + 500;
pedComment.m_nSampleIndex = GetRandomNumberInRange(m_sQueueSample.m_nEntityIndex % 4, SFX_PLASTER_BLOKE_1, SFX_PLASTER_BLOKE_4);
break;
case SOUND_INJURED_PED_MALE_OUCH:
case SOUND_INJURED_PED_MALE_PRISON:
soundIntensity = 50.0f;
pedComment.m_nSampleIndex = GetRandomNumberInRange(m_sQueueSample.m_nEntityIndex % 4, SFX_GENERIC_MALE_GRUNT_1, SFX_GENERIC_MALE_GRUNT_15);
break;
case SOUND_INJURED_PED_FEMALE:
soundIntensity = 50.0f;
pedComment.m_nSampleIndex = GetRandomNumberInRange(m_sQueueSample.m_nEntityIndex % 4, SFX_GENERIC_FEMALE_GRUNT_1, SFX_GENERIC_FEMALE_GRUNT_11);
break;
default:
return;
}
}
if (params->m_fDistance < SQR(soundIntensity)) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
if (sound != SOUND_PAGER) {
switch (sound) {
case SOUND_AMMUNATION_WELCOME_1:
case SOUND_AMMUNATION_WELCOME_2:
case SOUND_AMMUNATION_WELCOME_3:
emittingVol = MAX_VOLUME;
break;
default:
if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), m_sQueueSample.m_vecPos, true, false, false, false, false, false))
emittingVol = MAX_VOLUME;
else
emittingVol = 31;
break;
}
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, soundIntensity, m_sQueueSample.m_fDistance);
pedComment.m_nProcess = 10;
if (m_sQueueSample.m_nVolume != 0) {
pedComment.m_nEntityIndex = m_sQueueSample.m_nEntityIndex;
pedComment.m_vecPos = m_sQueueSample.m_vecPos;
pedComment.m_fDistance = m_sQueueSample.m_fDistance;
pedComment.m_bVolume = m_sQueueSample.m_nVolume;
m_sPedComments.Add(&pedComment);
}
}
}
}
int32
cAudioManager::GetPedCommentSfx(CPed *ped, int32 sound)
{
//if (ped->IsPlayer())
// return GetPlayerTalkSfx(sound);
// TODO(Miami): ped comments
return NO_SAMPLE;
}
void
cAudioManager::GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const
{
*phrase = sample + m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % maxOffset;
// check if the same sfx like last time, if yes, then try use next one,
// if exceeded range, then choose first available sample
if (*phrase == *prevPhrase && ++*phrase >= sample + maxOffset)
*phrase = sample;
*prevPhrase = *phrase;
}
#pragma region PED_COMMENTS
// TODO: all the ped comment funcs should follow here
void
cPedComments::Add(tPedComment *com)
{
uint8 index;
if (m_nCommentsInBank[m_nActiveBank] >= NUM_PED_COMMENTS_SLOTS) {
index = m_nIndexMap[m_nActiveBank][NUM_PED_COMMENTS_SLOTS - 1];
if (m_asPedComments[m_nActiveBank][index].m_bVolume > com->m_bVolume)
return;
} else {
index = m_nCommentsInBank[m_nActiveBank]++;
}
m_asPedComments[m_nActiveBank][index].m_nSampleIndex = com->m_nSampleIndex;
m_asPedComments[m_nActiveBank][index].m_nEntityIndex = com->m_nEntityIndex;
m_asPedComments[m_nActiveBank][index].m_vecPos = com->m_vecPos;
m_asPedComments[m_nActiveBank][index].m_fDistance = com->m_fDistance;
m_asPedComments[m_nActiveBank][index].m_bVolume = com->m_bVolume;
uint32 i = 0;
if (index != 0) {
for (i = 0; i < index; i++) {
if (m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][i]].m_bVolume < m_asPedComments[m_nActiveBank][index].m_bVolume) {
break;
}
}
if (i < index)
memmove(&m_nIndexMap[m_nActiveBank][i + 1], &m_nIndexMap[m_nActiveBank][i], NUM_PED_COMMENTS_SLOTS - 1 - i);
}
m_nIndexMap[m_nActiveBank][i] = index;
}
void
cPedComments::Process()
{
int sampleIndex;
uint8 actualUsedBank;
tPedComment *comment;
static const int defaultIntensity = 50;
static const int policeHeliIntensity = 400;
if (!AudioManager.m_nUserPause) {
if (m_nCommentsInBank[m_nActiveBank]) {
sampleIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nSampleIndex;
if (!SampleManager.IsPedCommentLoaded(sampleIndex))
SampleManager.LoadPedComment(sampleIndex);
AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex;
AudioManager.m_sQueueSample.m_nCounter = 0;
AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex;
AudioManager.m_sQueueSample.m_nBankIndex = SAMPLEBANK_PED;
AudioManager.m_sQueueSample.m_nReleasingVolumeModificator = 3;
AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_bVolume;
AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance;
AudioManager.m_sQueueSample.m_nLoopCount = 1;
AudioManager.m_sQueueSample.m_nLoopStart = 0;
AudioManager.m_sQueueSample.m_nLoopEnd = -1;
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
switch (sampleIndex) {
case SFX_POLICE_HELI_1:
case SFX_POLICE_HELI_2:
case SFX_POLICE_HELI_3:
AudioManager.m_sQueueSample.m_fSoundIntensity = policeHeliIntensity;
break;
default:
AudioManager.m_sQueueSample.m_fSoundIntensity = defaultIntensity;
break;
}
AudioManager.m_sQueueSample.m_bReleasingSoundFlag = true;
AudioManager.m_sQueueSample.m_vecPos = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos;
if (sampleIndex >= SFX_AMMU_D && sampleIndex <= SFX_AMMU_F) {
AudioManager.m_sQueueSample.m_bReverbFlag = false;
AudioManager.m_sQueueSample.m_bRequireReflection = false;
} else {
AudioManager.m_sQueueSample.m_bReverbFlag = true;
AudioManager.m_sQueueSample.m_bRequireReflection = true;
}
AudioManager.m_sQueueSample.m_bIs2D = false;
AudioManager.m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
if (CTimer::GetIsSlowMotionActive())
AudioManager.m_sQueueSample.m_nFrequency /= 2;
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
AudioManager.AddSampleToRequestedQueue();
}
// Switch bank
if (m_nActiveBank) {
actualUsedBank = SAMPLEBANK_PED;
m_nActiveBank = SAMPLEBANK_MAIN;
} else {
actualUsedBank = SAMPLEBANK_MAIN;
m_nActiveBank = SAMPLEBANK_PED;
}
comment = m_asPedComments[actualUsedBank];
for (uint32 i = 0; i < m_nCommentsInBank[actualUsedBank]; i++) {
if (m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]].m_nProcess > 0) {
--m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]].m_nProcess;
Add(&comment[m_nIndexMap[actualUsedBank][i]]);
}
}
for (uint32 i = 0; i < NUM_PED_COMMENTS_SLOTS; i++) {
m_nIndexMap[actualUsedBank][i] = NUM_PED_COMMENTS_SLOTS;
}
m_nCommentsInBank[actualUsedBank] = 0;
}
}
#pragma endregion
#pragma endregion All the ped audio code
void
cAudioManager::ProcessExplosions(int32 explosion)
{
uint8 type;
CVector *pos;
float distSquared;
for (uint8 i = 0; i < ARRAY_SIZE(gaExplosion); i++) {
if (CExplosion::GetExplosionActiveCounter(i) == 1) {
CExplosion::ResetExplosionActiveCounter(i);
type = CExplosion::GetExplosionType(i);
switch (type) {
case EXPLOSION_GRENADE:
case EXPLOSION_ROCKET:
case EXPLOSION_BARREL:
case EXPLOSION_TANK_GRENADE:
m_sQueueSample.m_fSoundIntensity = 400.0f;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
break;
case EXPLOSION_MOLOTOV:
m_sQueueSample.m_fSoundIntensity = 200.0f;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
break;
case EXPLOSION_MINE:
case EXPLOSION_HELI_BOMB:
m_sQueueSample.m_fSoundIntensity = 300.0f;
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
break;
default:
m_sQueueSample.m_fSoundIntensity = 400.0f;
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
if (type == EXPLOSION_HELI)
m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
break;
}
pos = CExplosion::GetExplosionPosition(i);
m_sQueueSample.m_vecPos = *pos;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = true;
AddSampleToRequestedQueue();
}
}
}
}
}
void
cAudioManager::ProcessFires(int32)
{
CEntity *entity;
uint8 emittingVol;
float distSquared;
for (uint8 i = 0; i < NUM_FIRES; i++) {
if (gFireManager.m_aFires[i].m_bIsOngoing && gFireManager.m_aFires[i].m_bAudioSet) {
entity = gFireManager.m_aFires[i].m_pEntity;
if (entity) {
switch (entity->GetType()) {
case ENTITY_TYPE_BUILDING:
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
emittingVol = 100;
m_sQueueSample.m_nFrequency = 8 * SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE) / 10;
m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
m_sQueueSample.m_nReleasingVolumeModificator = 6;
break;
case ENTITY_TYPE_PED:
m_sQueueSample.m_fSoundIntensity = 25.0f;
m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE);
emittingVol = 60;
m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
m_sQueueSample.m_nReleasingVolumeModificator = 10;
break;
default:
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
emittingVol = 80;
m_sQueueSample.m_nReleasingVolumeModificator = 8;
}
} else {
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64);
emittingVol = 80;
m_sQueueSample.m_nReleasingVolumeModificator = 8;
}
m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 10;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
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_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
}
void
cAudioManager::ProcessWaterCannon(int32)
{
const float SOUND_INTENSITY = 900.0f;
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 (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = 15591;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nEmittingVolume = 50;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
}
#pragma region SCRIPT_OBJECTS
const int scriptObjectIntensityS = 30;
const int scriptObjectIntensityL = 80;
void
cAudioManager::ProcessScriptObject(int32 id)
{
cAudioScriptObject *entity = (cAudioScriptObject *)m_asAudioEntities[id].m_pEntity;
if (entity) {
m_sQueueSample.m_vecPos = entity->Posn;
if (m_asAudioEntities[id].m_AudioEvents == 1)
ProcessOneShotScriptObject(m_asAudioEntities[id].m_awAudioEvent[0]);
else
ProcessLoopingScriptObject(entity->AudioId);
}
}
void
cAudioManager::ProcessOneShotScriptObject(uint8 sound)
{
CPlayerPed *playerPed;
uint8 emittingVolume;
float distSquared;
cPedParams male;
cPedParams female;
static uint8 iSound = 0;
switch (sound) {
case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S:
case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L:
male.m_pPed = nil;
male.m_bDistanceCalculated = false;
male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
SetupPedComments(&male, SOUND_INJURED_PED_MALE_OUCH);
return;
case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S:
case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L:
female.m_pPed = nil;
female.m_bDistanceCalculated = false;
female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
SetupPedComments(&female, SOUND_INJURED_PED_FEMALE);
return;
case SCRIPT_SOUND_GATE_START_CLUNK:
case SCRIPT_SOUND_GATE_STOP_CLUNK:
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_COL_GATE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
if (sound == SCRIPT_SOUND_GATE_START_CLUNK)
m_sQueueSample.m_nFrequency = 10600;
else
m_sQueueSample.m_nFrequency = 9000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true;
emittingVolume = RandomDisplacement(10) + 50;
break;
case SCRIPT_SOUND_BULLET_HIT_GROUND_1:
case SCRIPT_SOUND_BULLET_HIT_GROUND_2:
case SCRIPT_SOUND_BULLET_HIT_GROUND_3:
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 9;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
emittingVolume = m_anRandomTable[2] % 20 + 90;
break;
case SCRIPT_SOUND_110:
case SCRIPT_SOUND_111:
if (SampleManager.IsSampleBankLoaded(0) != 1)
return;
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_PAYPHONE_RINGING:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 80;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = false;
break;
case SCRIPT_SOUND_GLASS_BREAK_L:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 70;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_GLASS_BREAK_S:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 60;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
break;
case SCRIPT_SOUND_GLASS_CRACK:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 70;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true;
break;
case SCRIPT_SOUND_GLASS_LIGHT_BREAK:
m_sQueueSample.m_fSoundIntensity = 55.0f;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000;
m_sQueueSample.m_nReleasingVolumeModificator = 9;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
emittingVolume = RandomDisplacement(11) + 25;
break;
case SCRIPT_SOUND_BOX_DESTROYED_1:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = SFX_WOODEN_BOX_SMASH;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true;
emittingVolume = m_anRandomTable[2] % 20 + 80;
break;
case SCRIPT_SOUND_BOX_DESTROYED_2:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = SFX_CARDBOARD_BOX_SMASH;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true;
emittingVolume = m_anRandomTable[2] % 20 + 80;
break;
case SCRIPT_SOUND_METAL_COLLISION:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 5 + SFX_COL_CAR_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true;
emittingVolume = m_anRandomTable[2] % 30 + 70;
break;
case SCRIPT_SOUND_TIRE_COLLISION:
m_sQueueSample.m_fSoundIntensity = 60.0f;
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bRequireReflection = true;
emittingVolume = m_anRandomTable[2] % 30 + 60;
break;
case SCRIPT_SOUND_GUNSHELL_DROP:
playerPed = FindPlayerPed();
if (playerPed) {
switch (playerPed->m_nSurfaceTouched) {
case SURFACE_GRASS:
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
case SURFACE_TRANSPARENT_CLOTH:
case SURFACE_PED:
case SURFACE_SAND:
case SURFACE_RUBBER:
case SURFACE_HEDGE:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000;
m_sQueueSample.m_nReleasingVolumeModificator = 18;
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
emittingVolume = m_anRandomTable[2] % 20 + 30;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
AddSampleToRequestedQueue();
}
}
return;
case SURFACE_WATER:
return;
default:
break;
}
}
m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1;
m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000;
m_sQueueSample.m_nReleasingVolumeModificator = 15;
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
emittingVolume = m_anRandomTable[2] % 20 + 30;
break;
case SCRIPT_SOUND_GUNSHELL_DROP_SOFT:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000;
m_sQueueSample.m_nReleasingVolumeModificator = 18;
m_sQueueSample.m_fSoundIntensity = 20.0f;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
emittingVolume = m_anRandomTable[2] % 20 + 30;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessLoopingScriptObject(uint8 sound)
{
uint8 emittingVolume;
float distSquared;
switch (sound) {
case SCRIPT_SOUND_PARTY_1_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_1_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_2_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_2_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_3_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_3_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_4_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_4_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_5_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_5_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_6_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_6_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_7_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_7_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_8_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_8_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_9_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_9_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_10_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_10_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_11_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_11_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_12_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_12_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_13_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_13_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
case SCRIPT_SOUND_WORK_SHOP_LOOP_L:
ProcessWorkShopScriptObject(sound);
return;
case SCRIPT_SOUND_SAWMILL_LOOP_S:
case SCRIPT_SOUND_SAWMILL_LOOP_L:
ProcessSawMillScriptObject(sound);
return;
case SCRIPT_SOUND_38:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_39:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
case SCRIPT_SOUND_LAUNDERETTE_LOOP_L:
ProcessLaunderetteScriptObject(sound);
return;
case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_CHINATOWN_RESTAURANT_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_CIPRIANI_RESAURANT_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_CIPRIANI_RESAURANT_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_46_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_47_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_MARCO_BISTRO_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_MARCO_BISTRO_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 110;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_AIRPORT_LOOP_S:
case SCRIPT_SOUND_AIRPORT_LOOP_L:
ProcessAirportScriptObject(sound);
return;
case SCRIPT_SOUND_SHOP_LOOP_S:
case SCRIPT_SOUND_SHOP_LOOP_L:
ProcessShopScriptObject(sound);
return;
case SCRIPT_SOUND_CINEMA_LOOP_S:
case SCRIPT_SOUND_CINEMA_LOOP_L:
ProcessCinemaScriptObject(sound);
return;
case SCRIPT_SOUND_DOCKS_LOOP_S:
case SCRIPT_SOUND_DOCKS_LOOP_L:
ProcessDocksScriptObject(sound);
return;
case SCRIPT_SOUND_HOME_LOOP_S:
case SCRIPT_SOUND_HOME_LOOP_L:
ProcessHomeScriptObject(sound);
return;
case SCRIPT_SOUND_FRANKIE_PIANO:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PARTY_1_LOOP:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PORN_CINEMA_1_S:
case SCRIPT_SOUND_PORN_CINEMA_1_L:
case SCRIPT_SOUND_PORN_CINEMA_2_S:
case SCRIPT_SOUND_PORN_CINEMA_2_L:
case SCRIPT_SOUND_PORN_CINEMA_3_S:
case SCRIPT_SOUND_PORN_CINEMA_3_L:
case SCRIPT_SOUND_MISTY_SEX_S:
case SCRIPT_SOUND_MISTY_SEX_L:
ProcessPornCinema(sound);
return;
case SCRIPT_SOUND_BANK_ALARM_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 90;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_BANK_ALARM_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 90;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_POLICE_BALL_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_POLICE_BALL_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
ProcessPoliceCellBeatingScriptObject(sound);
return;
case SCRIPT_SOUND_RAVE_1_LOOP_S:
case SCRIPT_SOUND_RAVE_2_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_RAVE_1_LOOP_L:
case SCRIPT_SOUND_RAVE_2_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_RAVE_3_LOOP_S:
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_RAVE_3_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = MAX_VOLUME;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
case SCRIPT_SOUND_PRETEND_FIRE_LOOP:
m_sQueueSample.m_fSoundIntensity = 50.0f;
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
emittingVolume = 80;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nReleasingVolumeModificator = 8;
m_sQueueSample.m_nReleasingVolumeDivider = 10;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_nEmittingVolume = emittingVolume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessPornCinema(uint8 sound)
{
eSfxSample sample;
uint32 time;
int32 rand;
float distSquared;
switch (sound) {
case SCRIPT_SOUND_PORN_CINEMA_1_S:
case SCRIPT_SOUND_MISTY_SEX_S:
m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
sample = SFX_PORN_1_GROAN_1;
m_sQueueSample.m_fSoundIntensity = 20.0f;
break;
case SCRIPT_SOUND_PORN_CINEMA_1_L:
case SCRIPT_SOUND_MISTY_SEX_L:
m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
sample = SFX_PORN_1_GROAN_1;
m_sQueueSample.m_fSoundIntensity = 80.0f;
break;
case SCRIPT_SOUND_PORN_CINEMA_2_S:
m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
sample = SFX_PORN_2_GROAN_1;
m_sQueueSample.m_fSoundIntensity = 20.0f;
break;
case SCRIPT_SOUND_PORN_CINEMA_2_L:
m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
sample = SFX_PORN_2_GROAN_1;
m_sQueueSample.m_fSoundIntensity = 80.0f;
break;
case SCRIPT_SOUND_PORN_CINEMA_3_S:
m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSoundIntensity = 20.0f;
sample = SFX_PORN_3_GROAN_1;
break;
case SCRIPT_SOUND_PORN_CINEMA_3_L:
m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSoundIntensity = 80.0f;
sample = SFX_PORN_3_GROAN_1;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
if (sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) {
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
time = CTimer::GetTimeInMilliseconds();
if (time > gPornNextTime) {
m_sQueueSample.m_nVolume = ComputeVolume(90, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + sample;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = rand + 1;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
gPornNextTime = time + 2000 + m_anRandomTable[3] % 6000;
}
}
}
}
void
cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
{
float distSquared;
switch (sound) {
case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
case SCRIPT_SOUND_WORK_SHOP_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 20.0f;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_WORKSHOP_1);
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 30;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessSawMillScriptObject(uint8 sound)
{
uint32 time;
float distSquared;
switch (sound) {
case SCRIPT_SOUND_SAWMILL_LOOP_S:
case SCRIPT_SOUND_SAWMILL_LOOP_L:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SAWMILL_LOOP);
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 30;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
time = CTimer::GetTimeInMilliseconds();
if (time > gSawMillNextTime) {
m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
gSawMillNextTime = time + 2000 + m_anRandomTable[3] % 4000;
}
}
}
}
void
cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
{
switch (sound) {
case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
case SCRIPT_SOUND_LAUNDERETTE_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 30.0f;
break;
default:
return;
}
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(45, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_LOOP);
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 45;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_SONG_LOOP);
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 110;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessShopScriptObject(uint8 sound)
{
uint32 time;
int32 rand;
float distSquared;
switch (sound) {
case SCRIPT_SOUND_SHOP_LOOP_S:
case SCRIPT_SOUND_SHOP_LOOP_L:
m_sQueueSample.m_fSoundIntensity = 30.0f;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOP_LOOP);
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 30;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
time = CTimer::GetTimeInMilliseconds();
if (time > gShopNextTime) {
m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = rand + 1;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 70;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
gShopNextTime = time + 3000 + m_anRandomTable[3] % 7000;
}
}
}
}
void
cAudioManager::ProcessAirportScriptObject(uint8 sound)
{
static uint8 counter = 0;
uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gAirportNextTime) {
switch (sound) {
case SCRIPT_SOUND_AIRPORT_LOOP_S:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
break;
case SCRIPT_SOUND_AIRPORT_LOOP_L:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
break;
default:
return;
}
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = 110;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
gAirportNextTime = time + 10000 + m_anRandomTable[3] % 20000;
}
}
}
}
void
cAudioManager::ProcessCinemaScriptObject(uint8 sound)
{
uint8 rand;
static uint8 counter = 0;
uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gCinemaNextTime) {
switch (sound) {
case SCRIPT_SOUND_CINEMA_LOOP_S:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
break;
case SCRIPT_SOUND_CINEMA_LOOP_L:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
break;
default:
return;
}
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
rand = m_anRandomTable[0] % 90 + 30;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = counter % 3 + SFX_CINEMA_BASS_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4);
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = rand;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
gCinemaNextTime = time + 1000 + m_anRandomTable[3] % 4000;
}
}
}
}
void
cAudioManager::ProcessDocksScriptObject(uint8 sound)
{
uint32 time;
uint8 rand;
float distSquared;
static uint32 counter = 0;
time = CTimer::GetTimeInMilliseconds();
if (time > gDocksNextTime) {
switch (sound) {
case SCRIPT_SOUND_DOCKS_LOOP_S:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
break;
case SCRIPT_SOUND_DOCKS_LOOP_L:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
rand = m_anRandomTable[0] % 60 + 40;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nEmittingVolume = rand;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
gDocksNextTime = time + 10000 + m_anRandomTable[3] % 40000;
}
}
}
}
void
cAudioManager::ProcessHomeScriptObject(uint8 sound)
{
uint32 time;
uint8 rand;
float dist;
static uint8 counter = 0;
time = CTimer::GetTimeInMilliseconds();
if (time > gHomeNextTime) {
switch (sound) {
case SCRIPT_SOUND_HOME_LOOP_S:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
break;
case SCRIPT_SOUND_HOME_LOOP_L:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
break;
default:
return;
}
dist = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (dist < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(dist);
rand = m_anRandomTable[0] % 30 + 40;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_nEmittingVolume = rand;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = true;
AddSampleToRequestedQueue();
gHomeNextTime = time + 1000 + m_anRandomTable[3] % 4000;
}
}
}
}
void
cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
{
uint32 time = CTimer::GetTimeInMilliseconds();
int32 sampleIndex;
uint8 emittingVol;
float distSquared;
cPedParams params;
static uint8 counter = 0;
if (time > gCellNextTime) {
switch (sound) {
case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
break;
case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
break;
default:
return;
}
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
if (m_FrameCounter & 1)
sampleIndex = (m_anRandomTable[1] & 3) + SFX_FIGHT_1;
else
sampleIndex = (m_anRandomTable[3] & 1) + SFX_BAT_HIT_LEFT;
m_sQueueSample.m_nSampleIndex = sampleIndex;
emittingVol = m_anRandomTable[0] % 50 + 55;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
params.m_bDistanceCalculated = true;
params.m_fDistance = distSquared;
params.m_pPed = nil;
SetupPedComments(¶ms, SOUND_INJURED_PED_MALE_PRISON);
}
gCellNextTime = time + 500 + m_anRandomTable[3] % 1500;
}
}
}
#pragma endregion All the code for script object audio on the map
void
cAudioManager::ProcessWeather(int32 id)
{
uint8 vol;
static uint8 counter = 0;
if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) {
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
vol = (m_asAudioEntities[id].m_afVolume[0] - 10.f) + 40;
} else {
m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
vol = (m_asAudioEntities[id].m_afVolume[0]) + 35;
}
m_sQueueSample.m_nVolume = vol;
if (TheCamera.SoundDistUp < 20.f)
m_sQueueSample.m_nVolume /= 2;
if (counter == 4)
counter = 0;
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nOffset = (m_anRandomTable[2] & 15) + 55;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
if (CWeather::Rain > 0.0f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
m_sQueueSample.m_nSampleIndex = SFX_RAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAIN);
m_sQueueSample.m_nVolume = (int32)(25.f * CWeather::Rain);
m_sQueueSample.m_nCounter = 4;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nOffset = 63;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 30;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
void
cAudioManager::ProcessFrontEnd()
{
bool stereo;
bool processedPickup;
bool processedMission;
int16 sample;
static uint8 counter = 0;
static uint32 cPickupNextFrame = 0;
static uint32 cPartMisComNextFrame = 0;
for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
processedPickup = false;
stereo = false;
processedMission = false;
switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
break;
case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
break;
case SOUND_GARAGE_NO_MONEY:
case SOUND_GARAGE_BAD_VEHICLE:
case SOUND_GARAGE_BOMB_ALREADY_SET:
m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
stereo = true;
break;
case SOUND_GARAGE_OPENING:
case SOUND_GARAGE_BOMB1_SET:
case SOUND_GARAGE_BOMB2_SET:
case SOUND_GARAGE_BOMB3_SET:
case SOUND_41:
case SOUND_GARAGE_VEHICLE_DECLINED:
case SOUND_GARAGE_VEHICLE_ACCEPTED:
case SOUND_PICKUP_HEALTH:
case SOUND_4B:
case SOUND_PICKUP_ADRENALINE:
case SOUND_PICKUP_ARMOUR:
case SOUND_EVIDENCE_PICKUP:
case SOUND_UNLOAD_GOLD:
m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
processedPickup = true;
stereo = true;
break;
case SOUND_PICKUP_WEAPON_BOUGHT:
case SOUND_PICKUP_WEAPON:
m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
processedPickup = true;
stereo = true;
break;
case SOUND_4A:
m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
processedPickup = true;
stereo = true;
break;
case SOUND_PICKUP_BONUS:
case SOUND_PICKUP_MONEY:
case SOUND_PICKUP_HIDDEN_PACKAGE:
case SOUND_PICKUP_PACMAN_PILL:
case SOUND_PICKUP_PACMAN_PACKAGE:
case SOUND_PICKUP_FLOAT_PACKAGE:
m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
processedPickup = true;
stereo = true;
break;
case SOUND_PAGER:
m_sQueueSample.m_nSampleIndex = SFX_PAGER;
break;
case SOUND_RACE_START_3:
case SOUND_RACE_START_2:
case SOUND_RACE_START_1:
case SOUND_CLOCK_TICK:
m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP;
break;
case SOUND_RACE_START_GO:
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
break;
case SOUND_PART_MISSION_COMPLETE:
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
processedMission = true;
break;
case SOUND_FRONTEND_MENU_STARTING:
m_sQueueSample.m_nSampleIndex = SFX_START_BUTTON_LEFT;
stereo = true;
break;
case SOUND_FRONTEND_MENU_COMPLETED:
m_sQueueSample.m_nSampleIndex = SFX_PAGE_CHANGE_AND_BACK_LEFT;
stereo = true;
break;
case SOUND_FRONTEND_MENU_DENIED:
m_sQueueSample.m_nSampleIndex = SFX_HIGHLIGHT_LEFT;
stereo = true;
break;
case SOUND_FRONTEND_MENU_SUCCESS:
m_sQueueSample.m_nSampleIndex = SFX_SELECT_LEFT;
stereo = true;
break;
case SOUND_FRONTEND_EXIT:
m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
stereo = true;
break;
case SOUND_9A:
m_sQueueSample.m_nSampleIndex = SFX_STEREO_LEFT;
stereo = true;
break;
case SOUND_9B:
m_sQueueSample.m_nSampleIndex = SFX_MONO;
break;
case SOUND_FRONTEND_AUDIO_TEST:
m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
break;
case SOUND_FRONTEND_FAIL:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_LEFT;
stereo = true;
break;
case SOUND_FRONTEND_NO_RADIO:
case SOUND_FRONTEND_RADIO_CHANGE:
m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
break;
case SOUND_A0:
m_sQueueSample.m_nSampleIndex = SFX_INFO;
break;
default:
continue;
}
if (processedPickup) {
if (m_FrameCounter <= cPickupNextFrame)
continue;
cPickupNextFrame = m_FrameCounter + 5;
} else if (processedMission) {
if (m_FrameCounter <= cPartMisComNextFrame)
continue;
cPartMisComNextFrame = m_FrameCounter + 5;
}
sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
if (sample == SFX_RAIN) {
m_sQueueSample.m_nFrequency = 28509;
} else if (sample == SFX_PICKUP_1_LEFT) {
if (1.f == m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i])
m_sQueueSample.m_nFrequency = 32000;
else
m_sQueueSample.m_nFrequency = 48000;
} else {
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
}
m_sQueueSample.m_nVolume = 110;
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
if (stereo)
m_sQueueSample.m_nOffset = m_anRandomTable[0] & 31;
else
m_sQueueSample.m_nOffset = 63;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
if (stereo) {
++m_sQueueSample.m_nSampleIndex;
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessCrane()
{
CCrane *crane = (CCrane *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity;
float distSquared;
bool distCalculated = false;
static const int intensity = 80;
if (crane) {
if (crane->m_nCraneStatus == CCrane::ACTIVATED) {
if (crane->m_nCraneState != CCrane::IDLE) {
m_sQueueSample.m_vecPos = crane->m_pCraneEntity->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(intensity)) {
CalculateDistance(distCalculated, distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(100, 80.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_nFrequency = 6000;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 100;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_2;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COL_CAR_2);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = true;
AddSampleToRequestedQueue();
}
}
}
}
}
}
void
cAudioManager::ProcessProjectiles()
{
const int rocketLauncherIntensity = 90;
const int molotovIntensity = 30;
const int molotovVolume = 50;
uint8 emittingVol;
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;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
break;
case WEAPONTYPE_MOLOTOV:
emittingVol = molotovVolume;
m_sQueueSample.m_fSoundIntensity = molotovIntensity;
m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = 32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
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);
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_bIs2D = false;
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_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
}
void
cAudioManager::ProcessGarages()
{
CEntity *entity;
eGarageState state;
uint32 sampleIndex;
uint8 j;
float distSquared;
bool distCalculated;
static uint8 iSound = 32;
#define LOOP_HELPER \
for (j = 0; j < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; ++j) { \
switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[j]) { \
case SOUND_GARAGE_DOOR_CLOSED: \
case SOUND_GARAGE_DOOR_OPENED: \
if (distSquared < 6400.f) { \
CalculateDistance(distCalculated, distSquared); \
m_sQueueSample.m_nVolume = ComputeVolume(60, 80.f, m_sQueueSample.m_fDistance); \
if (m_sQueueSample.m_nVolume) { \
if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) { \
m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; \
m_sQueueSample.m_nFrequency = 6735; \
} else if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[j] == 69) { \
m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; \
m_sQueueSample.m_nFrequency = 22000; \
} else { \
m_sQueueSample.m_nSampleIndex = SFX_COL_GARAGE_DOOR_1; \
m_sQueueSample.m_nFrequency = 18000; \
} \
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; \
m_sQueueSample.m_nReleasingVolumeModificator = 4; \
m_sQueueSample.m_nEmittingVolume = 60; \
m_sQueueSample.m_fSpeedMultiplier = 0.0f; \
m_sQueueSample.m_fSoundIntensity = 80.0f; \
/*m_sQueueSample.m_nReleasingVolumeModificator = 4;*/ \
m_sQueueSample.m_bReverbFlag = true; \
/*m_sQueueSample.m_bReverbFlag = true;*/ \
m_sQueueSample.m_bIs2D = false; \
m_sQueueSample.m_bReleasingSoundFlag = true; \
m_sQueueSample.m_nLoopCount = 1; \
m_sQueueSample.m_nLoopStart = 0; \
m_sQueueSample.m_nLoopEnd = -1; \
m_sQueueSample.m_nCounter = iSound++; \
if (iSound < 32) \
iSound = 32; \
m_sQueueSample.m_bRequireReflection = true; \
AddSampleToRequestedQueue(); \
} \
} \
break; \
default: \
continue; \
} \
}
for (uint32 i = 0; i < CGarages::NumGarages; ++i) {
if (CGarages::aGarages[i].m_eGarageType == GARAGE_NONE)
continue;
entity = CGarages::aGarages[i].m_pDoor1;
if (!entity)
continue;
m_sQueueSample.m_vecPos = entity->GetPosition();
distCalculated = false;
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < 6400.f) {
state = CGarages::aGarages[i].m_eGarageState;
if (state == GS_OPENING || state == GS_CLOSING || state == GS_AFTERDROPOFF) {
CalculateDistance(distCalculated, distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(90, 80.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) {
if (CGarages::aGarages[i].m_eGarageState == GS_AFTERDROPOFF) {
if (!(m_FrameCounter & 1)) {
LOOP_HELPER
continue;
}
if (m_anRandomTable[1] & 1) {
sampleIndex = m_anRandomTable[2] % 5 + SFX_COL_CAR_1;
} else {
sampleIndex = m_anRandomTable[2] % 6 + SFX_COL_CAR_PANEL_1;
}
m_sQueueSample.m_nSampleIndex = sampleIndex;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nCounter = iSound++;
if (iSound < 32)
iSound = 32;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nEmittingVolume = 90;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
LOOP_HELPER
continue;
}
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
m_sQueueSample.m_nFrequency = 6543;
} else {
m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP;
m_sQueueSample.m_nFrequency = 13961;
}
m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_nEmittingVolume = 90;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
LOOP_HELPER
}
}
#undef LOOP_HELPER
}
void
cAudioManager::ProcessFireHydrant()
{
float distSquared;
bool distCalculated = false;
static const int intensity = 35;
m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SQR(intensity)) {
CalculateDistance(distCalculated, distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(40, 35.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nFrequency = 15591;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 40;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = intensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
#pragma region BRIDGE
const int bridgeIntensity = 400;
void
cAudioManager::ProcessBridge()
{
float dist;
bool distCalculated = false;
if (CBridge::pLiftRoad) {
m_sQueueSample.m_vecPos = CBridge::pLiftRoad->GetPosition();
dist = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (dist < 202500.0f) {
CalculateDistance(distCalculated, dist);
switch (CBridge::State) {
case STATE_BRIDGE_LOCKED:
case STATE_LIFT_PART_IS_UP:
case STATE_LIFT_PART_ABOUT_TO_MOVE_UP:
ProcessBridgeWarning();
break;
case STATE_LIFT_PART_MOVING_DOWN:
case STATE_LIFT_PART_MOVING_UP:
ProcessBridgeWarning();
ProcessBridgeMotor();
break;
default:
break;
}
ProcessBridgeOneShots();
}
}
}
void
cAudioManager::ProcessBridgeWarning()
{
if (CStats::CommercialPassed && m_sQueueSample.m_fDistance < 450.f) {
m_sQueueSample.m_nVolume = ComputeVolume(100, 450.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING);
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = 100;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = 450.0f;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 8;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessBridgeMotor()
{
if (m_sQueueSample.m_fDistance < bridgeIntensity) {
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = 5500;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = MAX_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 = 2.0f;
m_sQueueSample.m_fSoundIntensity = bridgeIntensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bReverbFlag = false;
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessBridgeOneShots()
{
if (CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else {
if (CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else {
if (CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else {
if (CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else
return;
}
}
}
if (m_sQueueSample.m_fDistance < bridgeIntensity) {
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = bridgeIntensity;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
#pragma endregion
#pragma region MISSION_AUDIO
bool g_bMissionAudioLoadFailed;
struct MissionAudioData {
const char *m_pName;
int32 m_nId;
};
const MissionAudioData MissionAudioNameSfxAssoc[] = {
{"lib_a1", STREAMED_SOUND_MISSION_LIB_A1}, {"lib_a2", STREAMED_SOUND_MISSION_LIB_A2}, {"lib_a", STREAMED_SOUND_MISSION_LIB_A},
{"lib_b", STREAMED_SOUND_MISSION_LIB_B}, {"lib_c", STREAMED_SOUND_MISSION_LIB_C}, {"lib_d", STREAMED_SOUND_MISSION_LIB_D},
{"l2_a", STREAMED_SOUND_MISSION_L2_A}, {"j4t_1", STREAMED_SOUND_MISSION_J4T_1}, {"j4t_2", STREAMED_SOUND_MISSION_J4T_2},
{"j4t_3", STREAMED_SOUND_MISSION_J4T_3}, {"j4t_4", STREAMED_SOUND_MISSION_J4T_4}, {"j4_a", STREAMED_SOUND_MISSION_J4_A},
{"j4_b", STREAMED_SOUND_MISSION_J4_B}, {"j4_c", STREAMED_SOUND_MISSION_J4_C}, {"j4_d", STREAMED_SOUND_MISSION_J4_D},
{"j4_e", STREAMED_SOUND_MISSION_J4_E}, {"j4_f", STREAMED_SOUND_MISSION_J4_F}, {"j6_1", STREAMED_SOUND_MISSION_J6_1},
{"j6_a", STREAMED_SOUND_MISSION_J6_A}, {"j6_b", STREAMED_SOUND_MISSION_J6_B}, {"j6_c", STREAMED_SOUND_MISSION_J6_C},
{"j6_d", STREAMED_SOUND_MISSION_J6_D}, {"t4_a", STREAMED_SOUND_MISSION_T4_A}, {"s1_a", STREAMED_SOUND_MISSION_S1_A},
{"s1_a1", STREAMED_SOUND_MISSION_S1_A1}, {"s1_b", STREAMED_SOUND_MISSION_S1_B}, {"s1_c", STREAMED_SOUND_MISSION_S1_C},
{"s1_c1", STREAMED_SOUND_MISSION_S1_C1}, {"s1_d", STREAMED_SOUND_MISSION_S1_D}, {"s1_e", STREAMED_SOUND_MISSION_S1_E},
{"s1_f", STREAMED_SOUND_MISSION_S1_F}, {"s1_g", STREAMED_SOUND_MISSION_S1_G}, {"s1_h", STREAMED_SOUND_MISSION_S1_H},
{"s1_i", STREAMED_SOUND_MISSION_S1_I}, {"s1_j", STREAMED_SOUND_MISSION_S1_J}, {"s1_k", STREAMED_SOUND_MISSION_S1_K},
{"s1_l", STREAMED_SOUND_MISSION_S1_L}, {"s3_a", STREAMED_SOUND_MISSION_S3_A}, {"s3_b", STREAMED_SOUND_MISSION_S3_B},
{"el3_a", STREAMED_SOUND_MISSION_EL3_A}, {"mf1_a", STREAMED_SOUND_MISSION_MF1_A}, {"mf2_a", STREAMED_SOUND_MISSION_MF2_A},
{"mf3_a", STREAMED_SOUND_MISSION_MF3_A}, {"mf3_b", STREAMED_SOUND_MISSION_MF3_B}, {"mf3_b1", STREAMED_SOUND_MISSION_MF3_B1},
{"mf3_c", STREAMED_SOUND_MISSION_MF3_C}, {"mf4_a", STREAMED_SOUND_MISSION_MF4_A}, {"mf4_b", STREAMED_SOUND_MISSION_MF4_B},
{"mf4_c", STREAMED_SOUND_MISSION_MF4_C}, {"a1_a", STREAMED_SOUND_MISSION_A1_A}, {"a3_a", STREAMED_SOUND_MISSION_A3_A},
{"a5_a", STREAMED_SOUND_MISSION_A5_A}, {"a4_a", STREAMED_SOUND_MISSION_A4_A}, {"a4_b", STREAMED_SOUND_MISSION_A4_B},
{"a4_c", STREAMED_SOUND_MISSION_A4_C}, {"a4_d", STREAMED_SOUND_MISSION_A4_D}, {"k1_a", STREAMED_SOUND_MISSION_K1_A},
{"k3_a", STREAMED_SOUND_MISSION_K3_A}, {"r1_a", STREAMED_SOUND_MISSION_R1_A}, {"r2_a", STREAMED_SOUND_MISSION_R2_A},
{"r2_b", STREAMED_SOUND_MISSION_R2_B}, {"r2_c", STREAMED_SOUND_MISSION_R2_C}, {"r2_d", STREAMED_SOUND_MISSION_R2_D},
{"r2_e", STREAMED_SOUND_MISSION_R2_E}, {"r2_f", STREAMED_SOUND_MISSION_R2_F}, {"r2_g", STREAMED_SOUND_MISSION_R2_G},
{"r2_h", STREAMED_SOUND_MISSION_R2_H}, {"r5_a", STREAMED_SOUND_MISSION_R5_A}, {"r6_a", STREAMED_SOUND_MISSION_R6_A},
{"r6_a1", STREAMED_SOUND_MISSION_R6_A1}, {"r6_b", STREAMED_SOUND_MISSION_R6_B}, {"lo2_a", STREAMED_SOUND_MISSION_LO2_A},
{"lo6_a", STREAMED_SOUND_MISSION_LO6_A}, {"yd2_a", STREAMED_SOUND_MISSION_YD2_A}, {"yd2_b", STREAMED_SOUND_MISSION_YD2_B},
{"yd2_c", STREAMED_SOUND_MISSION_YD2_C}, {"yd2_c1", STREAMED_SOUND_MISSION_YD2_C1}, {"yd2_d", STREAMED_SOUND_MISSION_YD2_D},
{"yd2_e", STREAMED_SOUND_MISSION_YD2_E}, {"yd2_f", STREAMED_SOUND_MISSION_YD2_F}, {"yd2_g", STREAMED_SOUND_MISSION_YD2_G},
{"yd2_h", STREAMED_SOUND_MISSION_YD2_H}, {"yd2_ass", STREAMED_SOUND_MISSION_YD2_ASS}, {"yd2_ok", STREAMED_SOUND_MISSION_YD2_OK},
{"h5_a", STREAMED_SOUND_MISSION_H5_A}, {"h5_b", STREAMED_SOUND_MISSION_H5_B}, {"h5_c", STREAMED_SOUND_MISSION_H5_C},
{"ammu_a", STREAMED_SOUND_MISSION_AMMU_A}, {"ammu_b", STREAMED_SOUND_MISSION_AMMU_B}, {"ammu_c", STREAMED_SOUND_MISSION_AMMU_C},
{"door_1", STREAMED_SOUND_MISSION_DOOR_1}, {"door_2", STREAMED_SOUND_MISSION_DOOR_2}, {"door_3", STREAMED_SOUND_MISSION_DOOR_3},
{"door_4", STREAMED_SOUND_MISSION_DOOR_4}, {"door_5", STREAMED_SOUND_MISSION_DOOR_5}, {"door_6", STREAMED_SOUND_MISSION_DOOR_6},
{"t3_a", STREAMED_SOUND_MISSION_T3_A}, {"t3_b", STREAMED_SOUND_MISSION_T3_B}, {"t3_c", STREAMED_SOUND_MISSION_T3_C},
{"k1_b", STREAMED_SOUND_MISSION_K1_B}, {"c_1", STREAMED_SOUND_MISSION_CAT1}};
int32
FindMissionAudioSfx(const char *name)
{
for (uint32 i = 0; i < ARRAY_SIZE(MissionAudioNameSfxAssoc); ++i) {
if (!CGeneral::faststricmp(MissionAudioNameSfxAssoc[i].m_pName, name))
return MissionAudioNameSfxAssoc[i].m_nId;
}
debug("Can't find mission audio %s", name);
return NO_SAMPLE;
}
bool
cAudioManager::MissionScriptAudioUsesPoliceChannel(int32 soundMission) const
{
switch (soundMission) {
case STREAMED_SOUND_MISSION_J6_D:
case STREAMED_SOUND_MISSION_T4_A:
case STREAMED_SOUND_MISSION_S1_H:
case STREAMED_SOUND_MISSION_S3_B:
case STREAMED_SOUND_MISSION_EL3_A:
case STREAMED_SOUND_MISSION_A3_A:
case STREAMED_SOUND_MISSION_A5_A:
case STREAMED_SOUND_MISSION_K1_A:
case STREAMED_SOUND_MISSION_R1_A:
case STREAMED_SOUND_MISSION_R5_A:
case STREAMED_SOUND_MISSION_LO2_A:
case STREAMED_SOUND_MISSION_LO6_A:
return true;
default:
return false;
}
}
void
cAudioManager::PreloadMissionAudio(const char *name)
{
if (m_bIsInitialised) {
int32 missionAudioSfx = FindMissionAudioSfx(name);
if (missionAudioSfx != NO_SAMPLE) {
m_sMissionAudio.m_nSampleIndex = missionAudioSfx;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22 = 0;
m_sMissionAudio.m_nMissionAudioCounter = m_nTimeSpent * SampleManager.GetStreamedFileLength(missionAudioSfx) / 1000;
m_sMissionAudio.m_nMissionAudioCounter *= 4;
m_sMissionAudio.m_bIsPlayed = false;
m_sMissionAudio.m_bPredefinedProperties = 1;
g_bMissionAudioLoadFailed = false;
}
}
}
bool
cAudioManager::GetMissionAudioLoadingStatus() const
{
if (m_bIsInitialised)
return m_sMissionAudio.m_nLoadingStatus;
return true;
}
void
cAudioManager::SetMissionAudioLocation(float x, float y, float z)
{
if (m_bIsInitialised) {
m_sMissionAudio.m_bPredefinedProperties = false;
m_sMissionAudio.m_vecPos = CVector(x, y, z);
}
}
void
cAudioManager::PlayLoadedMissionAudio()
{
if (m_bIsInitialised && m_sMissionAudio.m_nSampleIndex != NO_SAMPLE && m_sMissionAudio.m_nLoadingStatus == LOADING_STATUS_LOADED &&
!m_sMissionAudio.m_nPlayStatus) {
m_sMissionAudio.m_bIsPlayed = true;
}
}
bool
cAudioManager::IsMissionAudioSampleFinished()
{
if (m_bIsInitialised)
return m_sMissionAudio.m_nPlayStatus == PLAY_STATUS_FINISHED;
static int32 cPretendFrame = 1;
return (cPretendFrame++ & 63) == 0;
}
void
cAudioManager::ClearMissionAudio()
{
if (m_bIsInitialised) {
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22 = 0;
m_sMissionAudio.m_bIsPlayed = false;
m_sMissionAudio.m_bPredefinedProperties = 1;
m_sMissionAudio.m_nMissionAudioCounter = 0;
}
}
void
cAudioManager::ProcessMissionAudio()
{
float dist;
uint8 emittingVol;
uint8 pan;
float distSquared;
CVector vec;
static uint8 nCheckPlayingDelay = 0;
static uint8 nFramesUntilFailedLoad = 0;
static uint8 nFramesForPretendPlaying = 0;
if (m_bIsInitialised) {
if (m_sMissionAudio.m_nSampleIndex != NO_SAMPLE) {
switch (m_sMissionAudio.m_nLoadingStatus) {
case LOADING_STATUS_NOT_LOADED:
SampleManager.PreloadStreamedFile(m_sMissionAudio.m_nSampleIndex, 1);
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_LOADED;
nFramesUntilFailedLoad = 0;
return;
case LOADING_STATUS_LOADED:
if (!m_sMissionAudio.m_bIsPlayed)
return;
if (g_bMissionAudioLoadFailed) {
if (m_bTimerJustReset) {
ClearMissionAudio();
SampleManager.StopStreamedFile(1);
nFramesForPretendPlaying = 0;
nCheckPlayingDelay = 0;
nFramesUntilFailedLoad = 0;
} else if (!m_nUserPause) {
if (++nFramesForPretendPlaying < 120) {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_PLAYING;
} else {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
}
}
} else {
if (m_sMissionAudio.m_nPlayStatus) {
if (m_sMissionAudio.m_nPlayStatus != PLAY_STATUS_PLAYING)
return;
if (m_bTimerJustReset) {
ClearMissionAudio();
SampleManager.StopStreamedFile(1);
return;
}
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex)) {
if (!m_nUserPause) {
if (nCheckPlayingDelay) {
--nCheckPlayingDelay;
} else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED ||
m_sMissionAudio.m_nMissionAudioCounter-- == 0) {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
SampleManager.StopStreamedFile(1);
m_sMissionAudio.m_nMissionAudioCounter = 0;
}
}
} else if (m_sMissionAudio.field_22) {
if (SampleManager.IsStreamPlaying(1) || m_nUserPause || m_nPreviousUserPause) {
if (m_nUserPause)
SampleManager.PauseStream(1, 1);
else
SampleManager.PauseStream(0, 1);
} else {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
SampleManager.StopStreamedFile(1);
m_sMissionAudio.m_nMissionAudioCounter = 0;
}
} else {
if (m_nUserPause)
return;
if (nCheckPlayingDelay--) {
if (!SampleManager.IsStreamPlaying(1))
return;
nCheckPlayingDelay = 0;
}
m_sMissionAudio.field_22 = 1;
}
} else {
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex)) {
SetMissionScriptPoliceAudio(m_sMissionAudio.m_nSampleIndex);
} else {
if (m_nUserPause)
SampleManager.PauseStream(1, 1);
if (m_sMissionAudio.m_bPredefinedProperties) {
SampleManager.SetStreamedVolumeAndPan(80, 63, 1, 1);
} else {
distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos);
if (distSquared >= 2500.f) {
emittingVol = 0;
pan = 63;
} else {
dist = Sqrt(distSquared);
emittingVol = ComputeVolume(80, 50.0f, dist);
TranslateEntity(&m_sMissionAudio.m_vecPos, &vec);
pan = ComputePan(50.f, &vec);
}
SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, 1);
}
SampleManager.StartPreloadedStreamedFile(1);
}
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_PLAYING;
nCheckPlayingDelay = 30;
}
}
break;
case 2:
if (++nFramesUntilFailedLoad >= 90) {
nFramesForPretendPlaying = 0;
g_bMissionAudioLoadFailed = true;
nFramesUntilFailedLoad = 0;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_LOADED;
}
return;
default:
return;
}
}
}
}
#pragma endregion All the mission audio stuff