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