diff options
-rw-r--r-- | src/audio/AudioLogic.cpp | 60 | ||||
-rw-r--r-- | src/render/Fluff.h | 6 |
2 files changed, 56 insertions, 10 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index cf2fd140..1f6c4a53 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -39,6 +39,7 @@ #include "sampman.h" #include "Bike.h" #include "WindModifiers.h" +#include "Fluff.h" const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples); @@ -400,7 +401,7 @@ cAudioManager::ProcessEntity(int32 id) case AUDIOTYPE_ESCALATOR: if (!m_nUserPause) { m_sQueueSample.m_bReverbFlag = true; - //ProcessEscalators(); //TODO + ProcessEscalators(); } break; case AUDIOTYPE_EXTRA_SOUNDS: @@ -3072,6 +3073,7 @@ cAudioManager::ProcessHelicopter(cVehicleParams *params) return true; } +//TODO use it in ProcessVehicle void cAudioManager::ProcessPlane(cVehicleParams *params) { @@ -4557,12 +4559,14 @@ cAudioManager::ProcessWaterCannon(int32) } } +//positon of arcade machines CVector aVecExtraSoundPosition[] = { {-1042.546, 88.793999, 11.324}, {-1004.476, 181.69701, 11.324} }; void cAudioManager::ProcessExtraSounds() { - const float extraSoundIntensity = 18; + const float extraSoundIntensity = 18.0f; + const uint8 extraSoundVolume = 50; float distance; @@ -4574,22 +4578,22 @@ cAudioManager::ProcessExtraSounds() m_sQueueSample.m_fDistance = Sqrt(distance); else m_sQueueSample.m_fDistance = 0.0f; - m_sQueueSample.m_nVolume = ComputeVolume(50, 18.0f, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(extraSoundVolume, extraSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { this->m_sQueueSample.m_nCounter = i; this->m_sQueueSample.m_nSampleIndex = SFX_ARCADE; - this->m_sQueueSample.m_nBankIndex = 0; + this->m_sQueueSample.m_nBankIndex = SFX_BANK_0; this->m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE); this->m_sQueueSample.m_bIs2D = false; this->m_sQueueSample.m_nLoopCount = 0; this->m_sQueueSample.m_bReleasingSoundFlag = false; this->m_sQueueSample.m_nReleasingVolumeModificator = 4; - this->m_sQueueSample.m_fSpeedMultiplier = 3.0; - this->m_sQueueSample.m_nEmittingVolume = 50; + this->m_sQueueSample.m_fSpeedMultiplier = 3.0f; + this->m_sQueueSample.m_nEmittingVolume = extraSoundVolume; this->m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_ARCADE); this->m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_ARCADE); this->m_sQueueSample.m_bReverbFlag = true; - this->m_sQueueSample.m_fSoundIntensity = 18.0f; + this->m_sQueueSample.m_fSoundIntensity = extraSoundIntensity; this->m_sQueueSample.m_bRequireReflection = false; this->m_sQueueSample.m_nReleasingVolumeDivider = 3; AddSampleToRequestedQueue(); @@ -4598,6 +4602,48 @@ cAudioManager::ProcessExtraSounds() } } +void +cAudioManager::ProcessEscalators() +{ + const float escalatorsSoundIntensity = 30.0f; + const uint8 escalatorsSoundVolume = 26; + + float distance; + + for (int i = 0; i < CEscalators::NumEscalators; i++) { + if (!CEscalators::aEscalators[i].m_bIsActive) + continue; + m_sQueueSample.m_vecPos = CEscalators::aEscalators[i].m_midPoint; + distance = GetDistanceSquared(m_sQueueSample.m_vecPos); + if (distance < SQR(escalatorsSoundIntensity)) { + if (distance > 0.0) + m_sQueueSample.m_fDistance = Sqrt(distance); + else + m_sQueueSample.m_fDistance = 0.0f; + m_sQueueSample.m_nVolume = ComputeVolume(escalatorsSoundVolume, escalatorsSoundIntensity, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume != 0) { + this->m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP; + this->m_sQueueSample.m_nBankIndex = SFX_BANK_0; + this->m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973; + this->m_sQueueSample.m_nReleasingVolumeModificator = 3; + this->m_sQueueSample.m_fSpeedMultiplier = 3.0f; + this->m_sQueueSample.m_nReleasingVolumeDivider = 5; + this->m_sQueueSample.m_fSoundIntensity = escalatorsSoundIntensity; + this->m_sQueueSample.m_nCounter = i; + this->m_sQueueSample.m_bIs2D = false; + this->m_sQueueSample.m_nLoopCount = 0; + this->m_sQueueSample.m_nEmittingVolume = escalatorsSoundVolume; + this->m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_BOAT_V12_LOOP); + this->m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_BOAT_V12_LOOP); + this->m_sQueueSample.m_bReverbFlag = true; + this->m_sQueueSample.m_bReleasingSoundFlag = false; + this->m_sQueueSample.m_bRequireReflection = false; + AddSampleToRequestedQueue(); + } + } + } +} + #pragma region SCRIPT_OBJECTS const int SCRIPT_OBJECT_INTENSITY_S = 30; const int SCRIPT_OBJECT_INTENSITY_L = 80; diff --git a/src/render/Fluff.h b/src/render/Fluff.h index 0fc57c73..5a4458a8 100644 --- a/src/render/Fluff.h +++ b/src/render/Fluff.h @@ -90,15 +90,15 @@ class CEscalator CVector m_pos2; CVector m_pos3; CMatrix m_matrix; - bool m_bIsActive; bool m_bIsMovingDown; int32 m_stepsCount; float m_lowerEnd; float m_upperEnd; - CVector m_midPoint; float m_radius; CObject *m_pSteps[24]; public: + bool m_bIsActive;//TODO also recheck! + CVector m_midPoint; CEscalator(); void Update(void); void SwitchOff(void); @@ -107,8 +107,8 @@ public: class CEscalators { - static CEscalator aEscalators[NUM_ESCALATORS]; public: + static CEscalator aEscalators[NUM_ESCALATORS];//TODO need recheck this! static int32 NumEscalators; static void Init(void); static void Update(void); |