merge upstream

This commit is contained in:
Roman Masanin
2020-10-26 00:16:46 +03:00
19 changed files with 371 additions and 385 deletions

View File

@ -4899,7 +4899,7 @@ cAudioManager::SetPedTalkingStatus(CPed *ped, uint8 status)
}
void
cAudioManager::SetPlayersMood(uint8 mood, int32 time)
cAudioManager::SetPlayersMood(uint8 mood, uint32 time)
{
if (!m_bIsInitialised) return;
@ -5907,18 +5907,21 @@ cAudioManager::ProcessFrontEnd()
bool stereo;
bool processedPickup;
bool processedMission;
bool frontendBank;
bool staticFreq;
bool center;
int16 sample;
static uint8 iSound = 0;
static uint32 cPickupNextFrame = 0;
static uint32 cPartMisComNextFrame = 0;
static uint32 radioDial = SFX_RADIO_DIAL_1;
for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
staticFreq = false;
processedPickup = false;
stereo = false;
center = false;
processedMission = false;
frontendBank = false;
stereo = false;
switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
@ -5926,102 +5929,124 @@ cAudioManager::ProcessFrontEnd()
case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
break;
//case SOUND_GARAGE_NO_MONEY:
//case SOUND_GARAGE_BAD_VEHICLE:
//case SOUND_GARAGE_BOMB_ALREADY_SET:
// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
// stereo = true;
// break;
//case SOUND_GARAGE_OPENING:
//case SOUND_GARAGE_BOMB1_SET:
//case SOUND_GARAGE_BOMB2_SET:
//case SOUND_GARAGE_BOMB3_SET:
//case SOUND_41:
//case SOUND_GARAGE_VEHICLE_DECLINED:
//case SOUND_GARAGE_VEHICLE_ACCEPTED:
//case SOUND_PICKUP_HEALTH:
//case SOUND_4B:
//case SOUND_PICKUP_ADRENALINE:
//case SOUND_PICKUP_ARMOUR:
//case SOUND_EVIDENCE_PICKUP:
//case SOUND_UNLOAD_GOLD:
// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
// processedPickup = true;
// stereo = true;
// break;
//case SOUND_PICKUP_WEAPON_BOUGHT:
//case SOUND_PICKUP_WEAPON:
// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
// processedPickup = true;
// stereo = true;
// break;
//case SOUND_PICKUP_ERROR:
// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
// processedPickup = true;
// stereo = true;
// break;
//case SOUND_PICKUP_BONUS:
//case SOUND_PICKUP_MONEY:
//case SOUND_PICKUP_HIDDEN_PACKAGE:
//case SOUND_PICKUP_PACMAN_PILL:
//case SOUND_PICKUP_PACMAN_PACKAGE:
//case SOUND_PICKUP_FLOAT_PACKAGE:
// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
// processedPickup = true;
// stereo = true;
// break;
//case SOUND_PAGER:
// m_sQueueSample.m_nSampleIndex = SFX_PAGER;
// break;
case SOUND_GARAGE_NO_MONEY:
case SOUND_GARAGE_BAD_VEHICLE:
case SOUND_GARAGE_BOMB_ALREADY_SET:
m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
stereo = true;
staticFreq = true;
center = true;
break;
case SOUND_GARAGE_OPENING:
case SOUND_71: //case SOUND_41:
case SOUND_GARAGE_VEHICLE_DECLINED:
case SOUND_GARAGE_VEHICLE_ACCEPTED:
case SOUND_EVIDENCE_PICKUP:
case SOUND_UNLOAD_GOLD:
stereo = true;
processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
break;
case SOUND_GARAGE_BOMB1_SET:
case SOUND_GARAGE_BOMB2_SET:
case SOUND_GARAGE_BOMB3_SET:
center = true;
processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
stereo = true;
break;
case SOUND_PICKUP_HEALTH:
case SOUND_81: //case SOUND_4B:
case SOUND_PICKUP_ADRENALINE:
case SOUND_PICKUP_ARMOUR:
stereo = true;
processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
break;
case SOUND_80:
stereo = true;
processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
center = true;
staticFreq = true;
break;
case SOUND_PICKUP_BONUS:
case SOUND_FRONTEND_MENU_STARTING:
case SOUND_HUD_SOUND:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_INFO_LEFT;
center = true;
break;
case SOUND_PICKUP_MONEY:
stereo = true;
processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
break;
case SOUND_PICKUP_HIDDEN_PACKAGE:
case SOUND_PICKUP_PACMAN_PILL:
case SOUND_PICKUP_PACMAN_PACKAGE:
case SOUND_PICKUP_FLOAT_PACKAGE:
center = true;
processedPickup = true;
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
stereo = true;
break;
case SOUND_RACE_START_3:
case SOUND_RACE_START_2:
case SOUND_RACE_START_1:
case SOUND_CLOCK_TICK:
m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP;
break;
case SOUND_RACE_START_GO:
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
break;
case SOUND_PART_MISSION_COMPLETE:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
processedMission = true;
center = true;
break;
case SOUND_FRONTEND_MENU_STARTING:
m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
case SOUND_RACE_START_GO:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_GO_LEFT;
center = true;
break;
case SOUND_FRONTEND_MENU_NEW_PAGE:
m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
stereo = true;
frontendBank = true;
frontendBank = true;
break;
case SOUND_FRONTEND_MENU_SETTING_CHANGE:
m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
stereo = true;
frontendBank = true;
break;
//case SOUND_FRONTEND_EXIT:
// m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
// stereo = true;
// break;
//case SOUND_FRONTEND_AUDIO_TEST:
// m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
// break;
case SOUND_FRONTEND_FAIL:
m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
frontendBank = true;
stereo = true;
case SOUND_CLOCK_TICK:
m_sQueueSample.m_nSampleIndex = SFX_TIMER;
break;
case SOUND_FRONTEND_NO_RADIO:
case SOUND_FRONTEND_RADIO_CHANGE:
m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
break;
//case SOUND_HUD_SOUND:
// m_sQueueSample.m_nSampleIndex = SFX_INFO;
// break;
case SOUND_FRONTEND_RADIO_CHANGE_2:
m_sQueueSample.m_nSampleIndex = SFX_HURRICANE_MA;
break;
case SOUND_BULLETTRACE_1:
case SOUND_BULLETTRACE_2:
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] % 2) + SFX_BULLET_PASS_1;
break;
case SOUND_AMMUNATION_IMRAN_ARM_BOMB:
m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
break;
case SOUND_RADIO_CHANGE:
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] % 2) ? radioDial + 1 : radioDial + 2;
if (m_sQueueSample.m_nSampleIndex > SFX_RADIO_DIAL_12)
m_sQueueSample.m_nSampleIndex -= 12;
radioDial = m_sQueueSample.m_nSampleIndex;
break;
case SOUND_FRONTEND_HIGHLIGHT_OPTION:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
break;
case SOUND_FRONTEND_ENTER_OR_ADJUST:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
break;
case SOUND_FRONTEND_BACK:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_FE_BACK_LEFT;
break;
case SOUND_FRONTEND_FAIL:
stereo = true;
m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
break;
case SOUND_FRONTEND_AUDIO_TEST:
m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_FE_NOISE_BURST_1;
break;
default:
continue;
}
@ -6037,37 +6062,64 @@ cAudioManager::ProcessFrontEnd()
}
sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
if (sample == SFX_RAIN) {
if (sample == SOUND_FRONTEND_NO_RADIO)
m_sQueueSample.m_nFrequency = 28509;
/*} else if (sample == SFX_PICKUP_1_LEFT) {
if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] == 1.0f)
m_sQueueSample.m_nFrequency = 32000;
else
m_sQueueSample.m_nFrequency = 48000;*/
} else {
else if (sample == SOUND_FRONTEND_RADIO_CHANGE)
m_sQueueSample.m_nFrequency = 32000;
else if (sample == SOUND_BULLETTRACE_1 || sample == SOUND_BULLETTRACE_2) {
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
}
m_sQueueSample.m_nVolume = 110;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
} else if (staticFreq)
m_sQueueSample.m_nFrequency = 5382;
else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nVolume = 127;
if (m_sQueueSample.m_nSampleIndex == SFX_HURRICANE_MA && CWeather::Wind > 1.0f)
m_sQueueSample.m_nVolume = (CWeather::Wind - 1.0f) * m_sQueueSample.m_nVolume;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nBankIndex = frontendBank ? SFX_BANK_FRONT_END_MENU : SFX_BANK_0;
m_sQueueSample.m_nBankIndex = SFX_BANK_FRONT_END_MENU;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
if (stereo)
m_sQueueSample.m_nOffset = m_anRandomTable[0] & 31;
else
m_sQueueSample.m_fDistance = 1.0f;
if (stereo)
m_sQueueSample.m_nOffset = 0;
else {
sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
if (sample == SOUND_BULLETTRACE_1) {
m_sQueueSample.m_nOffset = 20;
m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_fDistance = 100.0f;
}
if (sample == SOUND_BULLETTRACE_2) {
m_sQueueSample.m_nOffset = 107;
m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_fDistance = 100.0f;
}
m_sQueueSample.m_nOffset = 63;
}
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
if (stereo) {
++m_sQueueSample.m_nSampleIndex;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
m_sQueueSample.m_nOffset = 127 - m_sQueueSample.m_nOffset;
AddSampleToRequestedQueue();
}
if (center) {
++m_sQueueSample.m_nSampleIndex;
m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nOffset = 63;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
AddSampleToRequestedQueue();
}
}

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@ -321,8 +321,8 @@ public:
void ProcessEntity(int32 sound); // done
void ProcessExplosions(int32 explosion); // done
void ProcessFireHydrant(); // done
void ProcessFires(int32 entity); // done
void ProcessFrontEnd(); //
void ProcessFires(int32 entity); //
void ProcessFrontEnd(); // done
void ProcessGarages(); //
void ProcessCarHeli(cVehicleParams* params); // done
void ProcessVehicleFlatTyre(cVehicleParams* params); // done
@ -418,7 +418,7 @@ public:
CVehicle *FindVehicleOfPlayer(); //done
void SetPedTalkingStatus(CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, int32 time);
void SetPlayersMood(uint8 mood, uint32 time);
#ifdef GTA_PC
// only used in pc

View File

@ -5,9 +5,6 @@
#include "AudioManager.h"
#include "AudioScriptObject.h"
#include "sampman.h"
#include "Font.h"
#include "Text.h"
#include "crossplatform.h"
cDMAudio DMAudio;
@ -241,13 +238,13 @@ cDMAudio::PlayFrontEndSound(uint16 frontend, uint32 volume)
}
void
cDMAudio::PlayRadioAnnouncement(uint8 announcement)
cDMAudio::PlayRadioAnnouncement(uint32 announcement)
{
MusicManager.PlayAnnouncement(announcement);
}
void
cDMAudio::PlayFrontEndTrack(uint8 track, uint8 frontendFlag)
cDMAudio::PlayFrontEndTrack(uint32 track, uint8 frontendFlag)
{
MusicManager.PlayFrontEndTrack(track, frontendFlag);
}
@ -271,7 +268,7 @@ cDMAudio::ChangeMusicMode(uint8 mode)
}
void
cDMAudio::PreloadCutSceneMusic(uint8 track)
cDMAudio::PreloadCutSceneMusic(uint32 track)
{
MusicManager.PreloadCutSceneMusic(track);
}
@ -337,7 +334,7 @@ cDMAudio::SetRadioInCar(uint32 radio)
}
void
cDMAudio::SetRadioChannel(int8 radio, int32 pos)
cDMAudio::SetRadioChannel(uint32 radio, int32 pos)
{
MusicManager.SetRadioChannelByScript(radio, pos);
}
@ -373,7 +370,7 @@ cDMAudio::SetPedTalkingStatus(CPed *ped, uint8 status)
}
void
cDMAudio::SetPlayersMood(uint8 mood, int32 time)
cDMAudio::SetPlayersMood(uint8 mood, uint32 time)
{
return AudioManager.SetPlayersMood(mood, time);
}

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@ -69,15 +69,15 @@ public:
void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
void PlayFrontEndSound(uint16 frontend, uint32 volume);
void PlayRadioAnnouncement(uint8 announcement);
void PlayFrontEndTrack(uint8 track, uint8 frontendFlag);
void PlayRadioAnnouncement(uint32 announcement);
void PlayFrontEndTrack(uint32 track, uint8 frontendFlag);
void StopFrontEndTrack(void);
void ResetTimers(uint32 time);
void ChangeMusicMode(uint8 mode);
void PreloadCutSceneMusic(uint8 track);
void PreloadCutSceneMusic(uint32 track);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
@ -90,14 +90,14 @@ public:
uint8 GetRadioInCar(void);
void SetRadioInCar(uint32 radio);
void SetRadioChannel(int8 radio, int32 pos);
void SetRadioChannel(uint32 radio, int32 pos);
void SetStartingTrackPositions(uint8 isStartGame);
float *GetListenTimeArray();
uint32 GetFavouriteRadioStation();
int32 GetRadioPosition(uint32 station);
void SetPedTalkingStatus(class CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, int32 time);
void SetPlayersMood(uint8 mood, uint32 time);
void ShutUpPlayerTalking(uint8 state);
};
extern cDMAudio DMAudio;

View File

@ -618,7 +618,7 @@ cMusicManager::ServiceGameMode()
}
if (RadioStaticCounter < 2 && CTimer::GetTimeInMilliseconds() > RadioStaticTimer + 800)
{
AudioManager.PlayOneShot(AudioManager.m_nFrontEndEntity, SOUND_194, 0.0f);
AudioManager.PlayOneShot(AudioManager.m_nFrontEndEntity, SOUND_RADIO_CHANGE, 0.0f);
RadioStaticCounter++;
RadioStaticTimer = CTimer::GetTimeInMilliseconds();
}

View File

@ -193,15 +193,12 @@ enum eSound : uint16
SOUND_WEAPON_MINIGUN_2,
SOUND_WEAPON_MINIGUN_3,
SOUND_AMMUNATION_IMRAN_ARM_BOMB,
SOUND_194,
// TODO(Miami): They're frontend sounds but names are copy-paste and incorrect
SOUND_FRONTEND_MENU_NEW_PAGE,
SOUND_RADIO_CHANGE,
SOUND_FRONTEND_HIGHLIGHT_OPTION,
SOUND_FRONTEND_ENTER_OR_ADJUST,
SOUND_FRONTEND_BACK,
SOUND_FRONTEND_FAIL,
SOUND_FRONTEND_MENU_SETTING_CHANGE,
SOUND_FRONTEND_MENU_BACK,
SOUND_FRONTEND_AUDIO_TEST,
SOUND_INJURED_PED_MALE_OUCH,
SOUND_INJURED_PED_FEMALE,
SOUND_SET_202,