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-rw-r--r--src/audio/AudioManager.h119
1 files changed, 61 insertions, 58 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 665e5b27..eb8c0bf2 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -4,6 +4,7 @@
#include "AudioCollision.h"
#include "PoliceRadio.h"
#include "VehicleModelInfo.h"
+#include "vehicle.h"
class tSound
{
@@ -95,7 +96,7 @@ public:
void Process();
};
-VALIDATE_SIZE(cPedComments, 1164);
+VALIDATE_SIZE(cPedComments, 0x490);
class CEntity;
@@ -228,8 +229,8 @@ public:
~cAudioManager();
// getters
- uint32 GetFrameCounter() const { return m_FrameCounter; }
- float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
+ uint32 GetFrameCounter() const { return m_FrameCounter; } // done
+ float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
@@ -246,7 +247,7 @@ public:
void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // done
- void ClearMissionAudio(uint8 slot); // done
+ void ClearMissionAudio(uint8 slot); // done (inlined in vc)
void ClearRequestedQueue(); // done (inlined in vc)
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
int32 ComputePan(float, CVector *); // done
@@ -262,7 +263,7 @@ public:
// TODO: miami
// end of functions returning talk sfx
- void GenerateIntegerRandomNumberTable();
+ void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const;
uint8 GetCDAudioDriveLetter() const;
int8 GetCurrent3DProviderIndex() const;
@@ -277,34 +278,34 @@ public:
uint8 GetNum3DProvidersAvailable() const; // done
int32 GetPedCommentSfx(CPed *ped, int32 sound);
void GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const;
- float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
- float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
+ float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange); // done
+ float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
bool HasAirBrakes(int32 model) const; // done
void Initialise(); // done
- void InitialisePoliceRadio();
- void InitialisePoliceRadioZones();
+ void InitialisePoliceRadio(); //done
+ void InitialisePoliceRadioZones(); //done
void InterrogateAudioEntities(); // done
- bool IsAudioInitialised() const;
- bool IsMissionAudioSampleFinished(uint8 slot);
+ bool IsAudioInitialised() const; // done
+ bool IsMissionAudioSampleFinished(uint8 slot); // done
bool IsMP3RadioChannelAvailable() const; // done
- bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
+ bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, int16 sound, float vol); // done
- void PlaySuspectLastSeen(float x, float y, float z); //
+ void PlaySuspectLastSeen(float x, float y, float z); // done
void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done
- void PostInitialiseGameSpecificSetup(); //
+ void PostInitialiseGameSpecificSetup(); // done
void PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); // done
void PreTerminateGameSpecificShutdown(); // done
/// processX - main logic of adding new sounds
- void ProcessActiveQueues(); //done
- bool ProcessAirBrakes(cVehicleParams *params);
+ void ProcessActiveQueues(); // done
+ bool ProcessAirBrakes(cVehicleParams *params); // done
bool ProcessBoatEngine(cVehicleParams *params);
bool ProcessBoatMovingOverWater(cVehicleParams *params);
#ifdef GTA_BRIDGE
@@ -325,59 +326,61 @@ public:
void ProcessGarages(); //
void ProcessCarHeli(cVehicleParams* params); // done
void ProcessVehicleFlatTyre(cVehicleParams* params); // done
- void ProcessJumbo(cVehicleParams *); //
- void ProcessJumboAccel(CPlane *plane); //
- void ProcessJumboDecel(CPlane *plane); //
- void ProcessJumboFlying(); //
- void ProcessJumboLanding(CPlane *plane); //
- void ProcessJumboTakeOff(CPlane *plane); //
- void ProcessJumboTaxi(); //
+ void ProcessJumbo(cVehicleParams *); // done
+ void ProcessJumboAccel(CPlane *plane); // done
+ void ProcessJumboDecel(CPlane *plane); // done
+ void ProcessJumboFlying(); // done
+ void ProcessJumboLanding(CPlane *plane); // done
+ void ProcessJumboTakeOff(CPlane *plane); // done
+ void ProcessJumboTaxi(); // done
void ProcessLoopingScriptObject(uint8 sound); //
void ProcessMissionAudio(); //
void ProcessMissionAudioSlot(uint8 slot); //
- void ProcessModelCarEngine(cVehicleParams *params); //
+ void ProcessModelHeliVehicle(cVehicleParams* params); // done
+ void ProcessModelVehicle(cVehicleParams *params); // done
void ProcessOneShotScriptObject(uint8 sound); //
- void ProcessPed(CPhysical *ped); //
+ void ProcessPed(CPhysical *ped); // done
void ProcessPedOneShots(cPedParams *params); //
void ProcessPhysical(int32 id); // done
void ProcessPlane(cVehicleParams *params); // done
+ void ProcessPlayerMood(); // done
void ProcessPlayersVehicleEngine(cVehicleParams *params, CVehicle* veh); // done
- void ProcessProjectiles(); //
- void ProcessRainOnVehicle(cVehicleParams *params); //
- void ProcessReverb() const; //
+ void ProcessProjectiles(); // done
+ void ProcessRainOnVehicle(cVehicleParams *params); // done
+ void ProcessReverb() const; // done
bool ProcessReverseGear(cVehicleParams *params); // done
void ProcessScriptObject(int32 id); // done
- void ProcessSpecial();
+ void ProcessSpecial(); // done
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params);
#endif
- void ProcessVehicle(CVehicle *vehicle); //done, but need add model functions
- bool ProcessVehicleDoors(cVehicleParams *params); //done
- void ProcessVehicleEngine(cVehicleParams *params); //done
- void UpdateGasPedalAudio(CVehicle* veh, int vehType); //done
- void ProcessVehicleHorn(cVehicleParams *params);
- void ProcessVehicleOneShots(cVehicleParams *params);
- bool ProcessVehicleReverseWarning(cVehicleParams *params);
- bool ProcessVehicleRoadNoise(cVehicleParams *params);
- bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
- bool ProcessVehicleSkidding(cVehicleParams *params);
- void ProcessWaterCannon(int32);
- void ProcessWeather(int32 id); //done
- bool ProcessWetRoadNoise(cVehicleParams *params);
- void ProcessEscalators(); //done
- void ProcessExtraSounds(); //done
-
- int32 RandomDisplacement(uint32 seed) const;
+ void ProcessVehicle(CVehicle *vehicle); // done
+ bool ProcessVehicleDoors(cVehicleParams *params); // done
+ void ProcessVehicleEngine(cVehicleParams *params); // done
+ void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
+ bool ProcessVehicleHorn(cVehicleParams *params); // done
+ void ProcessVehicleOneShots(cVehicleParams *params); // done
+ bool ProcessVehicleReverseWarning(cVehicleParams *params); // done
+ bool ProcessVehicleRoadNoise(cVehicleParams *params); // done
+ bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // done
+ bool ProcessVehicleSkidding(cVehicleParams *params); // done
+ void ProcessWaterCannon(int32); // done
+ void ProcessWeather(int32 id); // done
+ bool ProcessWetRoadNoise(cVehicleParams *params); // done
+ void ProcessEscalators(); // done
+ void ProcessExtraSounds(); // done
+
+ int32 RandomDisplacement(uint32 seed) const; // done
void ReacquireDigitalHandle() const; // done
void ReleaseDigitalHandle() const; // done
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
- void ReportCrime(eCrimeType crime, const CVector &pos); // done
- void ResetAudioLogicTimers(uint32 timer);
- void ResetPoliceRadio();
- void ResetTimers(uint32 time);
+ void ReportCrime(eCrimeType crime, const CVector &pos); // done
+ void ResetAudioLogicTimers(uint32 timer); // done
+ void ResetPoliceRadio(); // done
+ void ResetTimers(uint32 time); // done
- void Service();
- void ServiceCollisions();
+ void Service(); //done
+ void ServiceCollisions(); //done
void ServicePoliceRadio();
void ServicePoliceRadioChannel(uint8 wantedLevel);
void ServiceSoundEffects();
@@ -405,13 +408,13 @@ public:
void SetupPedComments(cPedParams *params, uint32 sound);
void SetupSuspectLastSeenReport();
- void Terminate();
- void TranslateEntity(Const CVector *v1, CVector *v2) const;
+ void Terminate(); //done
+ void TranslateEntity(Const CVector *v1, CVector *v2) const; //done
- void UpdateReflections();
- bool UsesReverseWarning(int32 model) const; //done
- bool UsesSiren(int32 model) const;
- bool UsesSirenSwitching(int32 model) const;
+ void UpdateReflections(); //done
+ bool UsesReverseWarning(int32 model) const; //done
+ bool UsesSiren(cVehicleParams *params) const; //done
+ bool UsesSirenSwitching(cVehicleParams* params) const; //done
CVehicle *FindVehicleOfPlayer(); //done
void SetPedTalkingStatus(CPed *ped, uint8 status);