mips overdose

This commit is contained in:
Fire-Head
2020-06-28 00:01:51 +03:00
parent 91fbfc1d23
commit 1c11a8081f
35 changed files with 9019 additions and 221 deletions

View File

@ -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
@ -9370,6 +9370,12 @@ cAudioManager::SetMissionAudioLocation(float x, float y, float z)
}
}
void
cAudioManager::SetMonoMode(uint8 mono)
{
SampleManager.SetMonoMode(mono);
}
void
cAudioManager::SetMusicFadeVolume(uint8 volume) const
{

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@ -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;

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@ -58,6 +58,12 @@ cDMAudio::DestroyAllGameCreatedEntities(void)
AudioManager.DestroyAllGameCreatedEntities();
}
void
cDMAudio::SetMonoMode(uint8 mono)
{
AudioManager.SetMonoMode(mono);
}
void
cDMAudio::SetEffectsMasterVolume(uint8 volume)
{

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@ -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);

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@ -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,