#pragma once #include "audio_enums.h" #include "AudioCollision.h" #include "PolRadio.h" #include "VehicleModelInfo.h" #include "Vehicle.h" class tSound { public: int32 m_nEntityIndex; // audio entity index uint32 m_nCounter; // I'm not sure what this is but it looks like a virtual counter to determine the same sound in queue // Values higher than 255 are used by reflections uint32 m_nSampleIndex; // An index of sample from AudioSamples.h uint8 m_nBankIndex; // A sound bank index. IDK what's the point of it here since samples are hardcoded anyway bool8 m_bIs2D; // If TRUE then sound is played in 2D space (such as frontend or police radio) uint32 m_nPriority; // The multiplier for the sound priority (see m_nFinalPriority below). Lesser value means higher priority uint32 m_nFrequency; // Sound frequency, plain and simple uint8 m_nVolume; // Sound volume (0..127), only used as an actual volume without EXTERNAL_3D_SOUND (see m_nEmittingVolume) float m_fDistance; // Distance to camera (useless if m_bIs2D == TRUE) uint32 m_nLoopCount; // 0 - always loop, 1 - don't loop, other values never seen #ifndef GTA_PS2 // Loop offsets uint32 m_nLoopStart; int32 m_nLoopEnd; #endif #ifdef EXTERNAL_3D_SOUND uint8 m_nEmittingVolume; // The volume in 3D space, provided to 3D audio engine #endif float m_fSpeedMultiplier; // Used for doppler effect. 0.0f - unaffected by doppler float m_MaxDistance; // The maximum distance at which sound could be heard. Minimum distance = MaxDistance / 5 or MaxDistance / 4 in case of emitting volume (useless if m_bIs2D == TRUE) bool8 m_bStatic; // If TRUE then sound parameters cannot be changed during playback (frequency, position, etc.) CVector m_vecPos; // Position of sound in 3D space. Unused if m_bIs2D == TRUE #if !defined(GTA_PS2) || defined(AUDIO_REVERB) // GTA_PS2 because this field exists on mobile but not on PS2 bool8 m_bReverb; // Toggles reverb effect #endif #ifdef AUDIO_REFLECTIONS uint8 m_nReflectionDelay; // Number of frames before reflection could be played. This is calculated internally by AudioManager and shouldn't be set by queued sample bool8 m_bReflections; // Add sound reflections #endif uint8 m_nPan; // Sound panning (0-127). Controls the volume of the playback coming from left and right speaker. Calculated internally unless m_bIs2D==TRUE. // 0 = L 100% R 0% // 63 = L 100% R 100% // 127 = L 0% R 100% uint8 m_nFrontRearPan; // Used on PS2 for surround panning uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued). // This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager // all fields below are internal to AudioManager calculations and aren't set by queued sample bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame. }; VALIDATE_SIZE(tSound, 96); class CPhysical; class CAutomobile; class tAudioEntity { public: eAudioType m_nType; void *m_pEntity; bool8 m_bIsUsed; bool8 m_bStatus; int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS]; float m_afVolume[NUM_AUDIOENTITY_EVENTS]; uint8 m_AudioEvents; }; VALIDATE_SIZE(tAudioEntity, 40); class tPedComment { public: uint32 m_nSampleIndex; int32 m_nEntityIndex; CVector m_vecPos; float m_fDistance; uint8 m_nVolume; int8 m_nProcess; #if defined(EXTERNAL_3D_SOUND) && defined(FIX_BUGS) uint8 m_nEmittingVolume; #endif }; VALIDATE_SIZE(tPedComment, 28); class cPedComments { public: tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS]; uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS]; uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS]; uint8 m_nActiveBank; #ifdef GTA_PC bool8 m_bDelay; uint32 m_nDelayTimer; #endif cPedComments() { for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++) for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) { m_asPedComments[j][i].m_nProcess = -1; m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS; } for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++) m_nCommentsInBank[i] = 0; m_nActiveBank = 0; } void Add(tPedComment *com); void Process(); }; VALIDATE_SIZE(cPedComments, 0x490); #ifdef FIX_BUGS // LCS extends the number of mission slots but not audio channels, the game would crash on ClearMissionAudio trying to stop channels that don't exist #define MISSION_AUDIO_SLOTS (2) #else #define MISSION_AUDIO_SLOTS (5) #endif // name made up class cAudioScriptObjectManager { public: int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES]; int32 m_nScriptObjectEntityTotal; cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; } ~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; } }; class cTransmission; class CEntity; class CPlane; class CVehicle; class CPed; class cPedParams { public: bool8 m_bDistanceCalculated; float m_fDistance; CPed *m_pPed; cPedParams() { m_bDistanceCalculated = false; m_fDistance = 0.0f; m_pPed = nil; } }; class cVehicleParams { public: int32 m_VehicleType; bool8 m_bDistanceCalculated; float m_fDistance; CVehicle *m_pVehicle; cTransmission *m_pTransmission; uint32 m_nIndex; float m_fVelocityChange; cVehicleParams() { m_VehicleType = -1; m_bDistanceCalculated = false; m_fDistance = 0.0f; m_pVehicle = nil; m_pTransmission = nil; m_nIndex = 0; m_fVelocityChange = 0.0f; } }; VALIDATE_SIZE(cVehicleParams, 0x1C); #if GTA_VERSION < GTAVC_PC_10 enum { /* REFLECTION_YMAX = 0, top REFLECTION_YMIN = 1, bottom REFLECTION_XMIN = 2, left REFLECTION_XMAX = 3, right REFLECTION_ZMAX = 4, */ REFLECTION_TOP = 0, REFLECTION_BOTTOM, REFLECTION_LEFT, REFLECTION_RIGHT, REFLECTION_UP, MAX_REFLECTIONS, }; #else enum { REFLECTION_NORTH = 0, REFLECTION_SOUTH, REFLECTION_WEST, REFLECTION_EAST, REFLECTION_CEIL_NORTH, REFLECTION_CEIL_SOUTH, REFLECTION_CEIL_WEST, REFLECTION_CEIL_EAST, MAX_REFLECTIONS, }; #endif enum PLAY_STATUS { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED }; enum LOADING_STATUS { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_FAILED }; class cAudioManager { public: bool8 m_bIsInitialised; bool8 m_bIsSurround; // used on PS2 bool8 m_bReduceReleasingPriority; uint8 m_nActiveSamples; bool8 m_bDoubleVolume; // unused bool8 m_bDynamicAcousticModelingStatus; uint8 m_nChannelOffset; float m_fSpeedOfSound; bool8 m_bTimerJustReset; int32 m_nTimer; tSound m_sQueueSample; uint8 m_nActiveSampleQueue; tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC]; uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC]; uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS]; tSound m_asActiveSamples[NUM_CHANNELS_GENERIC]; tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES]; int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES]; int32 m_nAudioEntitiesTotal; #ifdef AUDIO_REFLECTIONS CVector m_avecReflectionsPos[MAX_REFLECTIONS]; float m_afReflectionsDistances[MAX_REFLECTIONS]; #endif cAudioScriptObjectManager m_sAudioScriptObjectManager; bool8 field_4348_lcs; // miami bool8 m_bIsPlayerShutUp; uint8 m_nPlayerMood; uint32 m_nPlayerMoodTimer; uint32 field_4B38_vc; bool8 m_bGenericSfx; cPedComments m_sPedComments; int32 m_nFireAudioEntity; int32 m_nWaterCannonEntity; int32 m_nPoliceChannelEntity; cPoliceRadioQueue m_sPoliceRadioQueue; cAMCrime m_aCrimes[10]; int32 m_nFrontEndEntity; int32 m_nCollisionEntity; cAudioCollisionManager m_sCollisionManager; int32 m_nProjectileEntity; int32 m_nEscalatorEntity; int32 m_nExtraSoundsEntity; #ifdef GTA_BRIDGE int32 m_nBridgeEntity; #endif // Mission audio stuff // So instead of making an array of struct they've added [MISSION_AUDIO_SLOTS] to every field... // Only someone with a VERY EXTRAORDINARY mind could have come up with that CVector m_vecMissionAudioPosition[MISSION_AUDIO_SLOTS]; bool8 m_bIsMissionAudio2D[MISSION_AUDIO_SLOTS]; uint32 m_nMissionAudioSampleIndex[MISSION_AUDIO_SLOTS]; uint8 m_nMissionAudioLoadingStatus[MISSION_AUDIO_SLOTS]; uint8 m_nMissionAudioPlayStatus[MISSION_AUDIO_SLOTS]; bool8 m_bIsMissionAudioPlaying[MISSION_AUDIO_SLOTS]; int32 m_nMissionAudioFramesToPlay[MISSION_AUDIO_SLOTS]; bool8 m_bIsMissionAudioAllowedToPlay[MISSION_AUDIO_SLOTS]; bool8 m_bIsMissionAudioPhoneCall[MISSION_AUDIO_SLOTS]; uint8 m_nGlobalSfxVolumeMultiplier; // used to lower sfx volume during phone calls int32 m_anRandomTable[5]; uint8 m_nTimeSpent; bool8 m_nUserPause; bool8 m_nPreviousUserPause; uint32 m_FrameCounter; uint32 field_5644_lcs; uint32 field_5648_lcs; uint8 field_564C_lcs; cAudioManager(); ~cAudioManager(); void Initialise(); void Terminate(); void Service(); int32 CreateEntity(eAudioType type, void *entity); void DestroyEntity(int32 id); // inlined in vc bool8 GetEntityStatus(int32 id); void SetEntityStatus(int32 id, bool8 status); void *GetEntityPointer(int32 id); void PlayOneShot(int32 index, uint16 sound, float vol); void SetEffectsMasterVolume(uint8 volume); void SetMusicMasterVolume(uint8 volume); void SetMP3BoostVolume(uint8 volume); void SetEffectsFadeVol(uint8 volume); void SetMusicFadeVol(uint8 volume); void SetOutputMode(bool8 surround); void ResetTimers(uint32 time); void DestroyAllGameCreatedEntities(); #ifdef GTA_PC uint8 GetNum3DProvidersAvailable(); char *Get3DProviderName(uint8 id); int8 GetCurrent3DProviderIndex(); int8 AutoDetect3DProviders(); int8 SetCurrent3DProvider(uint8 which); void SetSpeakerConfig(int32 conf); bool8 IsMP3RadioChannelAvailable(); void ReleaseDigitalHandle(); void ReacquireDigitalHandle(); #ifdef AUDIO_REFLECTIONS void SetDynamicAcousticModelingStatus(bool8 status); #endif bool8 CheckForAnAudioFileOnCD(); char GetCDAudioDriveLetter(); bool8 IsAudioInitialised(); #endif void ServiceSoundEffects(); uint8 ComputeVolume(uint8 emittingVolume, float maxDistance, float distance); void TranslateEntity(Const CVector *v1, CVector *v2); int32 ComputeFrontRearMix(float, CVector *); int32 ComputePan(float, CVector *); uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier); int32 RandomDisplacement(uint32 seed); void InterrogateAudioEntities(); // inlined void AddSampleToRequestedQueue(); void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc #ifdef AUDIO_REFLECTIONS void AddReflectionsToRequestedQueue(); void UpdateReflections(); #endif void AddReleasingSounds(); void ProcessActiveQueues(); void ClearRequestedQueue(); // inlined in vc void ClearActiveSamples(); void GenerateIntegerRandomNumberTable(); void LoadBankIfNecessary(uint8 bank); #ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well void AdjustSamplesVolume(); // inlined uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance); // inlined #endif // audio logic void PreInitialiseGameSpecificSetup(); void PostInitialiseGameSpecificSetup(); void PreTerminateGameSpecificShutdown(); void PostTerminateGameSpecificShutdown(); void ResetAudioLogicTimers(uint32 timer); void ProcessReverb(); float GetDistanceSquared(const CVector &v); // inlined in vc void CalculateDistance(bool8 &condition, float dist); CVehicle *FindVehicleOfPlayer(); void ProcessSpecial(); void ProcessEntity(int32 sound); void ProcessPhysical(int32 id); // vehicles void ProcessVehicle(CVehicle *vehicle); void ProcessCarHeli(cVehicleParams ¶ms); void ProcessRainOnVehicle(cVehicleParams ¶ms); bool8 ProcessReverseGear(cVehicleParams ¶ms); void ProcessModelHeliVehicle(cVehicleParams ¶ms); void ProcessModelVehicle(cVehicleParams ¶ms); void ProcessVehicleFlatTyre(cVehicleParams ¶ms); bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms); bool8 ProcessWetRoadNoise(cVehicleParams ¶ms); bool8 ProcessVehicleEngine(cVehicleParams ¶ms); void UpdateGasPedalAudio(CVehicle *veh, int vehType); void PlayerJustGotInCar(); void PlayerJustLeftCar(); void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping); void ProcessCesna(cVehicleParams ¶ms); void ProcessPlayersVehicleEngine(cVehicleParams ¶ms, CVehicle *veh); bool8 ProcessVehicleSkidding(cVehicleParams ¶ms); float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission, float velocityChange); float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); bool8 ProcessVehicleHorn(cVehicleParams ¶ms); bool8 UsesSiren(cVehicleParams ¶ms); bool8 UsesSirenSwitching(cVehicleParams ¶ms); bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); bool8 UsesReverseWarning(uint32 model); bool8 ProcessVehicleReverseWarning(cVehicleParams ¶ms); bool8 ProcessVehicleDoors(cVehicleParams ¶ms); bool8 ProcessAirBrakes(cVehicleParams ¶ms); bool8 HasAirBrakes(uint32 model); bool8 ProcessEngineDamage(cVehicleParams ¶ms); bool8 ProcessCarBombTick(cVehicleParams ¶ms); void ProcessVehicleOneShots(cVehicleParams ¶ms); #ifdef GTA_TRAIN bool8 ProcessTrainNoise(cVehicleParams ¶ms); #endif bool8 ProcessBoatEngine(cVehicleParams ¶ms); bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms); void ProcessPlane(cVehicleParams ¶ms); void ProcessJumbo(cVehicleParams ¶ms); void ProcessJumboTaxi(); void ProcessJumboAccel(CPlane *plane); void ProcessJumboTakeOff(CPlane *plane); void ProcessJumboFlying(); void ProcessJumboLanding(CPlane *plane); void ProcessJumboDecel(CPlane *plane); bool8 SetupJumboTaxiSound(uint8 vol); bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); bool8 SetupJumboFlySound(uint8 emittingVol); bool8 SetupJumboRumbleSound(uint8 emittingVol); int32 GetJumboTaxiFreq(); // inlined in vc // peds void ProcessPed(CPhysical *ped); void ProcessPedOneShots(cPedParams ¶ms); void SetPedTalkingStatus(CPed *ped, bool8 status); void SetPlayersMood(uint8 mood, uint32 time); void ProcessPlayerMood(); // ped comments void SetupPedComments(cPedParams ¶ms, uint16 sound); uint32 GetPedCommentSfx(CPed *ped, uint16 sound); void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset); uint32 GetPlayerTalkSfx(CPed *ped, uint16 sound); uint32 GetMariaTalkSfx(CPed *ped, uint16 sound); uint32 GetDonaldLoveTalkSfx(CPed *ped, uint16 sound); uint32 GetJdOtooleTalkSfx(CPed *ped, uint16 sound); uint32 GetleonMcaffreyTalkSfx(CPed *ped, uint16 sound); uint32 GetSalvatoreTalkSfx(CPed *ped, uint16 sound); uint32 GetToshikoTalkSfx(CPed *ped, uint16 sound); uint32 GetMickeyHamfistsTalkSfx(CPed *ped, uint16 sound); uint32 GetBiker1TalkSfx(CPed *ped, uint16 sound); uint32 GetBiker2TalkSfx(CPed *ped, uint16 sound); uint32 GetGrdAng1TalkSfx(CPed *ped, uint16 sound); uint32 GetGrdAng2TalkSfx(CPed *ped, uint16 sound); uint32 GetGenericMaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc uint32 GetGenericFemaleTalkSfx(CPed *ped, uint16 sound); // inlined in vc uint32 GetDefaultTalkSfx(CPed *ped, uint16 sound); uint32 GetCopTalkSfx(CPed *ped, uint16 sound); uint32 GetSwatTalkSfx(CPed *ped, uint16 sound); uint32 GetFBITalkSfx(CPed *ped, uint16 sound); uint32 GetArmyTalkSfx(CPed *ped, uint16 sound); uint32 GetMedicTalkSfx(CPed *ped, uint16 sound); uint32 GetFiremanTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYG1TalkSfx(CPed *ped, uint16 sound); uint32 GetWFYG2TalkSfx(CPed *ped, uint16 sound); uint32 GetHFYSTTalkSfx(CPed *ped, uint16 sound); uint32 GetHFOSTTalkSfx(CPed *ped, uint16 sound); uint32 GetHMYSTTalkSfx(CPed *ped, uint16 sound); uint32 GetHMOSTTalkSfx(CPed *ped, uint16 sound); uint32 GetHFYRITalkSfx(CPed *ped, uint16 sound); uint32 GetHFORITalkSfx(CPed *ped, uint16 sound); uint32 GetHMYRITalkSfx(CPed *ped, uint16 sound); uint32 GetHMORITalkSfx(CPed *ped, uint16 sound); uint32 GetHFYBETalkSfx(CPed *ped, uint16 sound); uint32 GetHFOBETalkSfx(CPed *ped, uint16 sound); uint32 GetHMYBETalkSfx(CPed *ped, uint16 sound); uint32 GetHMOBETalkSfx(CPed *ped, uint16 sound); uint32 GetHFYBUTalkSfx(CPed *ped, uint16 sound); uint32 GetHFYMDTalkSfx(CPed *ped, uint16 sound); uint32 GetHFYCGTalkSfx(CPed *ped, uint16 sound); uint32 GetHFYPRTalkSfx(CPed *ped, uint16 sound); uint32 GetHFOTRTalkSfx(CPed *ped, uint16 sound); uint32 GetHMOTRTalkSfx(CPed *ped, uint16 sound); uint32 GetHMOCATalkSfx(CPed *ped, uint16 sound); uint32 GetBMYCRTalkSfx(CPed *ped, uint16 sound); uint32 GetBFYSTTalkSfx(CPed *ped, uint16 sound); uint32 GetBFOSTTalkSfx(CPed *ped, uint16 sound); uint32 GetBMYSTTalkSfx(CPed *ped, uint16 sound); uint32 GetBMOSTTalkSfx(CPed *ped, uint16 sound); uint32 GetBFYRITalkSfx(CPed *ped, uint16 sound); uint32 GetBFORITalkSfx(CPed *ped, uint16 sound); uint32 GetBMYRITalkSfx(CPed *ped, uint16 sound); uint32 GetBFYBETalkSfx(CPed *ped, uint16 sound); uint32 GetBMYBETalkSfx(CPed *ped, uint16 sound); uint32 GetBFOBETalkSfx(CPed *ped, uint16 sound); uint32 GetBMOBETalkSfx(CPed *ped, uint16 sound); uint32 GetBMYBUTalkSfx(CPed *ped, uint16 sound); uint32 GetBFYPRTalkSfx(CPed *ped, uint16 sound); uint32 GetBFOTRTalkSfx(CPed *ped, uint16 sound); uint32 GetBMOTRTalkSfx(CPed *ped, uint16 sound); uint32 GetBMYPITalkSfx(CPed *ped, uint16 sound); uint32 GetBMYBBTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYCRTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYSTTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYSKTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYSKTalkSfx(CPed *ped, uint16 sound); uint32 GetWFOSTTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYSTTalkSfx(CPed *ped, uint16 sound); uint32 GetWMOSTTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYRITalkSfx(CPed *ped, uint16 sound); uint32 GetWFORITalkSfx(CPed *ped, uint16 sound); uint32 GetWMYRITalkSfx(CPed *ped, uint16 sound); uint32 GetWMORITalkSfx(CPed *ped, uint16 sound); uint32 GetWFYBETalkSfx(CPed *ped, uint16 sound); uint32 GetWMYBETalkSfx(CPed *ped, uint16 sound); uint32 GetWFOBETalkSfx(CPed *ped, uint16 sound); uint32 GetWMOBETalkSfx(CPed *ped, uint16 sound); uint32 GetWMYCWTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYGOTalkSfx(CPed *ped, uint16 sound); uint32 GetWFOGOTalkSfx(CPed *ped, uint16 sound); uint32 GetWMOGOTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYLGTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYLGTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYBUTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYBUTalkSfx(CPed *ped, uint16 sound); uint32 GetWMOBUTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYPRTalkSfx(CPed *ped, uint16 sound); uint32 GetWFOTRTalkSfx(CPed *ped, uint16 sound); uint32 GetWMOTRTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYPITalkSfx(CPed *ped, uint16 sound); uint32 GetWMOCATalkSfx(CPed *ped, uint16 sound); uint32 GetWFYSHTalkSfx(CPed *ped, uint16 sound); uint32 GetWFOSHTalkSfx(CPed *ped, uint16 sound); uint32 GetJFOTOTalkSfx(CPed *ped, uint16 sound); uint32 GetJMOTOTalkSfx(CPed *ped, uint16 sound); uint32 GetHNTalkSfx(CPed *ped, uint16 sound); uint32 GetBKTalkSfx(CPed *ped, uint16 sound); uint32 GetCBTalkSfx(CPed *ped, uint16 sound); uint32 GetSGTalkSfx(CPed *ped, uint16 sound); uint32 GetCLTalkSfx(CPed *ped, uint16 sound); uint32 GetGDTalkSfx(CPed *ped, uint16 sound); uint32 GetPGTalkSfx(CPed *ped, uint16 sound); uint32 GetViceWhiteTalkSfx(CPed *ped, uint16 sound); uint32 GetViceBlackTalkSfx(CPed *ped, uint16 sound); uint32 GetBMODKTalkSfx(CPed *ped, uint16 sound); uint32 GetHMYAPTalkSfx(CPed *ped, uint16 sound); uint32 GetWFYJGTalkSfx(CPed *ped, uint16 sound); uint32 GetWMYJGTalkSfx(CPed *ped, uint16 sound); uint32 GetSpecialCharacterTalkSfx(CPed *ped, int32 model, uint16 sound); void DebugPlayPedComment(int32 sound); // particles void ProcessExplosions(int32 explosion); void ProcessFires(int32 entity); void ProcessWaterCannon(int32); // script objects void ProcessScriptObject(int32 id); void ProcessOneShotScriptObject(uint8 sound); void ProcessLoopingScriptObject(uint8 sound); // misc void ProcessWeather(int32 id); void ProcessFrontEnd(); //void ProcessCrane(); void ProcessProjectiles(); void ProcessEscalators(); void ProcessExtraSounds(); void ProcessGarages(); void ProcessFireHydrant(); #ifdef GTA_BRIDGE void ProcessBridge(); void ProcessBridgeWarning(); void ProcessBridgeMotor(); void ProcessBridgeOneShots(); #endif // mission audio const char *GetMissionAudioLoadedLabel(uint8 slot); bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission); void PreloadMissionAudio(uint8 slot, Const char *name); uint8 GetMissionAudioLoadingStatus(uint8 slot); void SetMissionAudioLocation(uint8 slot, float x, float y, float z); void PlayLoadedMissionAudio(uint8 slot); bool8 ShouldDuckMissionAudio(uint8 slot); bool8 IsMissionAudioSamplePlaying(uint8 slot); bool8 IsMissionAudioSampleFinished(uint8 slot); void ClearMissionAudio(uint8 slot); // inlined in vc void ProcessMissionAudioSlot(uint8 slot); void ProcessMissionAudio(); // police radio void InitialisePoliceRadioZones(); void InitialisePoliceRadio(); void ResetPoliceRadio(); void SetMissionScriptPoliceAudio(uint32 sfx); // inlined and optimized int8 GetMissionScriptPoliceAudioPlayingStatus(); void DoPoliceRadioCrackle(); void ServicePoliceRadio(); void ServicePoliceRadioChannel(uint8 wantedLevel); bool8 SetupCrimeReport(); void SetupSuspectLastSeenReport(); void ReportCrime(eCrimeType crime, const CVector &pos); void PlaySuspectLastSeen(float x, float y, float z); void AgeCrimes(); // inlined in vc // collision stuff void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); void ServiceCollisions(); void SetUpOneShotCollisionSound(const cAudioCollision &col); void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); float GetCollisionOneShotRatio(uint32 a, float b); float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); } }; /* Manual loop points are not on PS2 so let's have these macros to avoid massive ifndefs. Setting these manually was pointless anyway since they never change from sdt values. What were they thinking? */ #ifndef GTA_PS2 #define RESET_LOOP_OFFSETS \ m_sQueueSample.m_nLoopStart = 0; \ m_sQueueSample.m_nLoopEnd = -1; #define SET_LOOP_OFFSETS(sample) \ m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \ m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample); #else #define RESET_LOOP_OFFSETS #define SET_LOOP_OFFSETS(sample) #endif #ifdef EXTERNAL_3D_SOUND #define SET_EMITTING_VOLUME(vol) m_sQueueSample.m_nEmittingVolume = vol #else #define SET_EMITTING_VOLUME(vol) #endif #ifdef AUDIO_REFLECTIONS #define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bReflections = b #else #define SET_SOUND_REFLECTION(b) #endif #ifdef AUDIO_REVERB #define SET_SOUND_REVERB(b) m_sQueueSample.m_bReverb = b #else #define SET_SOUND_REVERB(b) #endif #ifndef GTA_PS2 #define CHANNEL_PLAYER_VEHICLE_ENGINE m_nActiveSamples #endif //#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS) //static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error"); //#endif extern cAudioManager AudioManager;