More audio (to hook and test)

This commit is contained in:
Filip Gawin
2019-09-24 13:33:16 +02:00
parent 003ac856c6
commit d2941b0368
16 changed files with 574 additions and 75 deletions

View File

@ -323,7 +323,7 @@ public:
void ClearRequestedQueue(); /// ok
int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
float speedMultiplier) const; /// ok
int32 ComputePan(float, CVector *); // todo
int32 ComputePan(float, CVector *); /// ok
uint32 ComputeVolume(int emittingVolume, float soundIntensity, float distance) const; /// ok
int32 CreateEntity(int32 type, CPhysical *entity); /// ok
@ -437,7 +437,7 @@ public:
void Initialise(); /// ok
void InitialisePoliceRadio(); /// ok
void InitialisePoliceRadioZones(); // todo
void InitialisePoliceRadioZones(); /// ok
void InterrogateAudioEntities(); /// ok
bool IsAudioInitialised() const; /// ok
bool IsMissionAudioSampleFinished(); /// ok
@ -446,13 +446,13 @@ public:
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; /// ok
void PlayLoadedMissionAudio(); /// ok
void PlayOneShot(int32 index, int16 sound, float vol); // todo
void PlayOneShot(int32 index, int16 sound, float vol); // to do (need testing)
uint32 PlaySuspectLastSeen(float x, float y, float z); // todo
void PlayerJustGotInCar() const; /// ok
void PlayerJustLeftCar() const; /// ok
void PostInitialiseGameSpecificSetup(); /// ok
void PostTerminateGameSpecificShutdown(); /// ok
void PreInitialiseGameSpecificSetup() const;
void PreInitialiseGameSpecificSetup() const; //ok
void PreloadMissionAudio(char *); // todo
void PreTerminateGameSpecificShutdown(); /// ok
/// processX - main logic of adding new sounds
@ -497,10 +497,10 @@ public:
void ProcessPhysical(int32 id); /// ok
void ProcessPlane(cVehicleParams *params); /// ok
void ProcessPlayersVehicleEngine(cVehicleParams *params,
CAutomobile *automobile); /// ok (check float comparisons)
CAutomobile *automobile); /// ok
void ProcessPoliceCellBeatingScriptObject(uint8 sound); /// ok
void ProcessPornCinema(uint8 sound); /// ok
void ProcessProjectiles(); // todo requires CProjectileInfo
void ProcessProjectiles(); /// ok
void ProcessRainOnVehicle(cVehicleParams *params); /// ok
void ProcessReverb() const; /// ok
bool ProcessReverseGear(cVehicleParams *a2); /// ok
@ -509,16 +509,16 @@ public:
void ProcessShopScriptObject(uint8 sound); /// ok
void ProcessSpecial(); /// ok
bool ProcessTrainNoise(cVehicleParams *params); /// ok
void ProcessVehicle(CVehicle *); // todo
void ProcessVehicle(CVehicle *vehicle); /// ok
bool ProcessVehicleDoors(cVehicleParams *params); /// ok
bool ProcessVehicleEngine(void *); // todo
void ProcessVehicleHorn(cVehicleParams *params); // todo
bool ProcessVehicleEngine(cVehicleParams *params); // todo
void ProcessVehicleHorn(cVehicleParams *params); /// ok
void ProcessVehicleOneShots(void *); // todo
bool ProcessVehicleReverseWarning(cVehicleParams *params); /// ok
bool ProcessVehicleRoadNoise(cVehicleParams *params); /// ok
void ProcessVehicleSirenOrAlarm(void *); // todo
void ProcessVehicleSkidding(cVehicleParams *params); /// ok
void ProcessWaterCannon(int32); // todo
void ProcessWaterCannon(int32); /// ok
void ProcessWeather(int32 id); /// ok
bool ProcessWetRoadNoise(cVehicleParams *params); /// ok
void ProcessWorkShopScriptObject(uint8 sound); /// ok
@ -543,8 +543,7 @@ public:
void SetEffectsFadeVolume(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const;
void SetEntityStatus(int32 id, bool status);
uint32
SetLoopingCollisionRequestedSfxFreqAndGetVol(cAudioCollision *audioCollision); /// ok
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(cAudioCollision *audioCollision); /// ok
void SetMissionAudioLocation(float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;
void SetMonoMode(uint8); // todo (mobile)