Merge remote-tracking branch 'origin/master' into miami

# Conflicts:
#	src/audio/AudioLogic.cpp
#	src/audio/soundlist.h
#	src/control/Script.cpp
#	src/control/ScriptCommands.h
#	src/core/Cam.cpp
#	src/core/Camera.cpp
#	src/core/Camera.h
#	src/core/Frontend.cpp
#	src/core/Frontend.h
#	src/core/Game.cpp
#	src/core/MenuScreens.cpp
#	src/core/Pad.cpp
#	src/core/Pad.h
#	src/core/config.h
#	src/entities/Entity.cpp
#	src/render/Credits.cpp
#	src/render/Fluff.cpp
#	src/render/Hud.cpp
#	src/render/MBlur.cpp
#	src/render/Timecycle.cpp
#	src/skel/glfw/glfw.cpp
#	src/skel/win/win.cpp
#	src/text/Text.cpp
This commit is contained in:
Sergeanur
2020-06-29 12:56:50 +03:00
44 changed files with 11271 additions and 934 deletions

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@ -4775,8 +4775,8 @@ cAudioManager::ProcessFrontEnd()
m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
stereo = true;
frontendBank = true;
frontendBank = true;
frontendBank = true;
break;
//case SOUND_FRONTEND_EXIT:
// m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
@ -5906,4 +5906,4 @@ cAudioManager::ProcessMissionAudio()
field_5538 = 127;
}
}
#pragma endregion All the mission audio stuff
#pragma endregion All the mission audio stuff

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@ -234,6 +234,12 @@ cAudioManager::SetEffectsFadeVol(uint8 volume) const
SampleManager.SetEffectsFadeVolume(volume);
}
void
cAudioManager::SetMonoMode(uint8 mono)
{
SampleManager.SetMonoMode(mono);
}
void
cAudioManager::SetMusicFadeVol(uint8 volume) const
{
@ -385,9 +391,9 @@ cAudioManager::ReacquireDigitalHandle() const
}
void
cAudioManager::SetDynamicAcousticModelingStatus(bool status)
cAudioManager::SetDynamicAcousticModelingStatus(uint8 status)
{
m_bDynamicAcousticModelingStatus = status;
m_bDynamicAcousticModelingStatus = status!=0;
}
bool
@ -967,4 +973,4 @@ cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, floa
return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume / quatIntensity;
return emittingVolume;
}
#endif
#endif

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@ -383,14 +383,14 @@ public:
void ServicePoliceRadioChannel(int32 wantedLevel);
void ServiceSoundEffects();
int8 SetCurrent3DProvider(uint8 which);
void SetDynamicAcousticModelingStatus(bool status);
void SetDynamicAcousticModelingStatus(uint8 status);
void SetEffectsFadeVol(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const;
void SetEntityStatus(int32 id, uint8 status);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;
void SetMonoMode(uint8); // todo (mobile)
void SetMonoMode(uint8 mono);
void SetMusicFadeVol(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)
{

View File

@ -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);