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authorFire-Head <Fire-Head@users.noreply.github.com>2020-06-27 23:01:51 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2020-06-27 23:01:51 +0200
commit1c11a8081f246dda91ff11d4207d87bb93260b1a (patch)
tree226ff4fb914fbd93d67aff62ed24ac896ff2c89a /src/audio
parentnullsampman (diff)
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Diffstat (limited to '')
-rw-r--r--src/audio/AudioManager.cpp14
-rw-r--r--src/audio/AudioManager.h4
-rw-r--r--src/audio/DMAudio.cpp6
-rw-r--r--src/audio/DMAudio.h1
-rw-r--r--src/audio/soundlist.h4
5 files changed, 21 insertions, 8 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index b76c2cc3..20f4ea18 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -4738,11 +4738,11 @@ cAudioManager::ProcessFrontEnd()
m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
stereo = true;
break;
- case SOUND_9A:
+ case SOUND_FRONTEND_STEREO:
m_sQueueSample.m_nSampleIndex = SFX_STEREO_LEFT;
stereo = true;
break;
- case SOUND_9B:
+ case SOUND_FRONTEND_MONO:
m_sQueueSample.m_nSampleIndex = SFX_MONO;
break;
case SOUND_FRONTEND_AUDIO_TEST:
@@ -9337,9 +9337,9 @@ cAudioManager::SetCurrent3DProvider(uint8 which)
}
void
-cAudioManager::SetDynamicAcousticModelingStatus(bool status)
+cAudioManager::SetDynamicAcousticModelingStatus(uint8 status)
{
- m_bDynamicAcousticModelingStatus = status;
+ m_bDynamicAcousticModelingStatus = status!=0;
}
void
@@ -9371,6 +9371,12 @@ cAudioManager::SetMissionAudioLocation(float x, float y, float z)
}
void
+cAudioManager::SetMonoMode(uint8 mono)
+{
+ SampleManager.SetMonoMode(mono);
+}
+
+void
cAudioManager::SetMusicFadeVolume(uint8 volume) const
{
SampleManager.SetMusicFadeVolume(volume);
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 99d67444..92bf55d8 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -433,14 +433,14 @@ public:
void ServicePoliceRadioChannel(int32 wantedLevel);
void ServiceSoundEffects();
int8 SetCurrent3DProvider(uint8 which);
- void SetDynamicAcousticModelingStatus(bool status);
+ void SetDynamicAcousticModelingStatus(uint8 status);
void SetEffectsFadeVolume(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const;
void SetEntityStatus(int32 id, uint8 status);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
void SetMissionAudioLocation(float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;
- void SetMonoMode(uint8); // todo (mobile)
+ void SetMonoMode(uint8 mono);
void SetMusicFadeVolume(uint8 volume) const;
void SetMusicMasterVolume(uint8 volume) const;
void SetSpeakerConfig(int32 conf) const;
diff --git a/src/audio/DMAudio.cpp b/src/audio/DMAudio.cpp
index 888081b7..4f87f5a1 100644
--- a/src/audio/DMAudio.cpp
+++ b/src/audio/DMAudio.cpp
@@ -59,6 +59,12 @@ cDMAudio::DestroyAllGameCreatedEntities(void)
}
void
+cDMAudio::SetMonoMode(uint8 mono)
+{
+ AudioManager.SetMonoMode(mono);
+}
+
+void
cDMAudio::SetEffectsMasterVolume(uint8 volume)
{
uint8 vol = volume;
diff --git a/src/audio/DMAudio.h b/src/audio/DMAudio.h
index 052fdb81..9585a1ff 100644
--- a/src/audio/DMAudio.h
+++ b/src/audio/DMAudio.h
@@ -26,6 +26,7 @@ public:
void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
void DestroyAllGameCreatedEntities(void);
+ void SetMonoMode(uint8 mono);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
diff --git a/src/audio/soundlist.h b/src/audio/soundlist.h
index 64d7dbcb..07e20848 100644
--- a/src/audio/soundlist.h
+++ b/src/audio/soundlist.h
@@ -156,8 +156,8 @@ enum eSound : int16
SOUND_FRONTEND_MENU_DENIED = 151,
SOUND_FRONTEND_MENU_SUCCESS = 152,
SOUND_FRONTEND_EXIT = 153,
- SOUND_9A = 154,
- SOUND_9B = 155,
+ SOUND_FRONTEND_STEREO = 154,
+ SOUND_FRONTEND_MONO = 155,
SOUND_FRONTEND_AUDIO_TEST = 156,
SOUND_FRONTEND_FAIL = 157,
SOUND_FRONTEND_NO_RADIO = 158,