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authorFilip Gawin <filip.gawin@zoho.com>2019-09-24 13:33:16 +0200
committerFilip Gawin <filip.gawin@zoho.com>2019-10-26 13:05:00 +0200
commitd2941b03689575fc0158683daae7883402a92651 (patch)
treeb12477e0091c20c9dde90872919c4431e4e0195f /src/audio/AudioManager.h
parent003ac856c6e239722241c40358ea91d3c5e64c3a (diff)
More audio (to hook and test)
Diffstat (limited to 'src/audio/AudioManager.h')
-rw-r--r--src/audio/AudioManager.h23
1 files changed, 11 insertions, 12 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 35c6f257..0a21f92a 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -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)