diff options
author | Sergeanur <s.anureev@yandex.ua> | 2021-08-29 09:42:24 +0300 |
---|---|---|
committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-29 09:42:24 +0300 |
commit | 55e950fe84d86dd7a5007f06c9727c97d57446b4 (patch) | |
tree | 1ceec2fa3e9085e125d9c420f812f9e49eaa5381 /src/audio | |
parent | af543350db6c6a7f910e990f0cfcc150a23285a7 (diff) |
Audio: fixing bugs, fixing types, making code more accurate to original
Diffstat (limited to 'src/audio')
-rw-r--r-- | src/audio/AudioCollision.cpp | 22 | ||||
-rw-r--r-- | src/audio/AudioLogic.cpp | 5029 | ||||
-rw-r--r-- | src/audio/AudioManager.cpp | 10 | ||||
-rw-r--r-- | src/audio/AudioManager.h | 17 | ||||
-rw-r--r-- | src/audio/PolRadio.cpp | 290 | ||||
-rw-r--r-- | src/audio/sampman.h | 10 | ||||
-rw-r--r-- | src/audio/sampman_miles.cpp | 4 | ||||
-rw-r--r-- | src/audio/sampman_null.cpp | 4 | ||||
-rw-r--r-- | src/audio/sampman_oal.cpp | 4 | ||||
-rw-r--r-- | src/audio/soundlist.h | 4 |
10 files changed, 2765 insertions, 2629 deletions
diff --git a/src/audio/AudioCollision.cpp b/src/audio/AudioCollision.cpp index 1527fac4..d7f2f5a1 100644 --- a/src/audio/AudioCollision.cpp +++ b/src/audio/AudioCollision.cpp @@ -8,8 +8,6 @@ #include "SurfaceTable.h" #include "sampman.h" -const int CollisionSoundIntensity = 60; - void cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float velocity) @@ -32,7 +30,7 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface } CVector pos = (v1 + v2) * 0.5f; distSquared = GetDistanceSquared(pos); - if(distSquared < SQR(CollisionSoundIntensity)) { + if(distSquared < SQR(COLLISION_MAX_DIST)) { m_sCollisionManager.m_sQueue.m_pEntity1 = entity1; m_sCollisionManager.m_sQueue.m_pEntity2 = entity2; m_sCollisionManager.m_sQueue.m_bSurface1 = surface1; @@ -48,8 +46,8 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface void cAudioCollisionManager::AddCollisionToRequestedQueue() { - int32 collisionsIndex; - int32 i; + uint32 collisionsIndex; + uint32 i; if (m_bCollisionsInQueue < NUMAUDIOCOLLISIONS) @@ -139,7 +137,7 @@ cAudioManager::ServiceCollisions() m_sCollisionManager.m_bCollisionsInQueue = 0; } -static const int32 gOneShotCol[] = {SFX_COL_TARMAC_1, +static const uint32 gOneShotCol[] = {SFX_COL_TARMAC_1, SFX_COL_TARMAC_1, SFX_COL_GRASS_1, SFX_COL_GRAVEL_1, @@ -179,7 +177,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) uint16 s1; uint16 s2; - int32 emittingVol; + uint32 emittingVol; float ratio; static uint16 counter = 28; @@ -198,11 +196,11 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) s1 = SURFACE_CAR_PANEL; ratio = Min(1.f, 2.f * ratio); } - emittingVol = 40.f * ratio; + emittingVol = 40 * ratio; if(emittingVol) { m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance); m_sQueueSample.m_nVolume = - ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance); + ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance); if(m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = gOneShotCol[s1]; switch(m_sQueueSample.m_nSampleIndex) { @@ -266,7 +264,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) SET_EMITTING_VOLUME(emittingVol); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = CollisionSoundIntensity; + m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -284,7 +282,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun if(emittingVol) { m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance); m_sQueueSample.m_nVolume = - ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance); + ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance); if(m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = counter; m_sQueueSample.m_vecPos = col.m_vecPosition; @@ -295,7 +293,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = CollisionSoundIntensity; + m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 5; m_sQueueSample.m_bReverb = TRUE; diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index feafd68b..fca5c615 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -19,6 +19,7 @@ #include "ModelIndices.h" #include "MusicManager.h" #include "Pad.h" +#include "ParticleObject.h" #include "Ped.h" #include "Physical.h" #include "Placeable.h" @@ -38,9 +39,6 @@ #include "ZoneCull.h" #include "sampman.h" -// TODO: Get rid of *intensity* consts (and get rid of term 'intensity' in general) -// Make them defines, not floats because they were not floats on PS2 - #ifndef GTA_PS2 #define CHANNEL_PLAYER_VEHICLE_ENGINE m_nActiveSamples #endif @@ -384,10 +382,10 @@ cAudioManager::ProcessPhysical(int32 id) if (entity) { switch (entity->GetType()) { case ENTITY_TYPE_VEHICLE: - ProcessVehicle((CVehicle *)m_asAudioEntities[id].m_pEntity); + ProcessVehicle((CVehicle *)entity); break; case ENTITY_TYPE_PED: - ProcessPed((CPhysical *)m_asAudioEntities[id].m_pEntity); + ProcessPed(entity); break; default: return; @@ -395,6 +393,285 @@ cAudioManager::ProcessPhysical(int32 id) } } +enum +{ + RAIN_ON_VEHICLE_MAX_DIST = 22, + RAIN_ON_VEHICLE_VOLUME = 30, + + REVERSE_GEAR_MAX_DIST = 30, + REVERSE_GEAR_VOLUME = 24, + + MODEL_CAR_ENGINE_MAX_DIST = 30, + MODEL_CAR_ENGINE_VOLUME = 90, + + VEHICLE_ROAD_NOISE_MAX_DIST = 95, + VEHICLE_ROAD_NOISE_VOLUME = 30, + + WET_ROAD_NOISE_MAX_DIST = 30, + WET_ROAD_NOISE_VOLUME = 23, + + VEHICLE_ENGINE_MAX_DIST = 50, + VEHICLE_ENGINE_BASE_VOLUME = 80, + VEHICLE_ENGINE_FULL_VOLUME = 120, + + CESNA_IDLE_MAX_DIST = 200, + CESNA_REV_MAX_DIST = 90, + CESNA_VOLUME = 80, + + PLAYER_VEHICLE_ENGINE_VOLUME = 85, + + VEHICLE_SKIDDING_MAX_DIST = 40, + VEHICLE_SKIDDING_VOLUME = 50, + + VEHICLE_HORN_MAX_DIST = 40, + VEHICLE_HORN_VOLUME = 80, + + VEHICLE_SIREN_MAX_DIST = 110, + VEHICLE_SIREN_VOLUME = 80, + + VEHICLE_REVERSE_WARNING_MAX_DIST = 50, + VEHICLE_REVERSE_WARNING_VOLUME = 60, + + VEHICLE_DOORS_MAX_DIST = 40, + VEHICLE_DOORS_VOLUME = 100, + + AIR_BRAKES_MAX_DIST = 30, + AIR_BRAKES_VOLUME = 70, + + ENGINE_DAMAGE_MAX_DIST = 40, + ENGINE_DAMAGE_VOLUME = 6, + ENGINE_DAMAGE_ON_FIRE_VOLUME = 60, + + CAR_BOMB_TICK_MAX_DIST = 40, + CAR_BOMB_TICK_VOLUME = 60, + + VEHICLE_ONE_SHOT_DOOR_MAX_DIST = 50, + VEHICLE_ONE_SHOT_DOOR_OPEN_VOLUME = 122, + VEHICLE_ONE_SHOT_DOOR_CLOSE_VOLUME = 117, + + VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST = 30, + VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_VOLUME = 60, + + VEHICLE_ONE_SHOT_CAR_JUMP_MAX_DIST = 35, + VEHICLE_ONE_SHOT_CAR_JUMP_VOLUME = 80, + + VEHICLE_ONE_SHOT_CAR_ENGINE_START_MAX_DIST = 40, + VEHICLE_ONE_SHOT_CAR_ENGINE_START_VOLUME = 60, + + VEHICLE_ONE_SHOT_CAR_LIGHT_BREAK_VOLUME = 30, + + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST = 35, + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME = 55, + + VEHICLE_ONE_SHOT_CAR_SPLASH_MAX_DIST = 40, + VEHICLE_ONE_SHOT_CAR_SPLASH_VOLUME = 55, + + VEHICLE_ONE_SHOT_BOAT_SLOWDOWN_MAX_DIST = 50, + + VEHICLE_ONE_SHOT_TRAIN_DOOR_MAX_DIST = 35, + VEHICLE_ONE_SHOT_TRAIN_DOOR_VOLUME = 70, + + VEHICLE_ONE_SHOT_CAR_TANK_TURRET_MAX_DIST = 40, + VEHICLE_ONE_SHOT_CAR_TANK_TURRET_VOLUME = 90, + + VEHICLE_ONE_SHOT_CAR_BOMB_TICK_MAX_DIST = 30, + VEHICLE_ONE_SHOT_CAR_BOMB_TICK_VOLUME = CAR_BOMB_TICK_VOLUME, + + VEHICLE_ONE_SHOT_PLANE_ON_GROUND_MAX_DIST = 180, + VEHICLE_ONE_SHOT_PLANE_ON_GROUND_VOLUME = 75, + + VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_MAX_DIST = 120, + VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_VOLUME = 65, + + VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_MAX_DIST = 40, + VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_VOLUME = 90, + + VEHICLE_ONE_SHOT_BOMB_ARMED_MAX_DIST = 50, + VEHICLE_ONE_SHOT_BOMB_ARMED_VOLUME = 50, + + VEHICLE_ONE_SHOT_WATER_FALL_MAX_DIST = 40, + VEHICLE_ONE_SHOT_WATER_FALL_VOLUME = 90, + + VEHICLE_ONE_SHOT_SPLATTER_MAX_DIST = 40, + VEHICLE_ONE_SHOT_SPLATTER_VOLUME = 55, + + VEHICLE_ONE_SHOT_CAR_PED_COLLISION_MAX_DIST = 40, + + TRAIN_NOISE_FAR_MAX_DIST = 300, + TRAIN_NOISE_NEAR_MAX_DIST = 70, + TRAIN_NOISE_VOLUME = 75, + + BOAT_ENGINE_MAX_DIST = 50, + BOAT_ENGINE_REEFER_IDLE_VOLUME = 50, + BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME = 15, + BOAT_ENGINE_REEFER_ACCEL_VOLUME_MULT = 100, + + BOAT_ENGINE_LOW_ACCEL_VOLUME = 45, + BOAT_ENGINE_HIGH_ACCEL_MIN_VOLUME = 15, + BOAT_ENGINE_HIGH_ACCEL_VOLUME_MULT = 105, + + BOAT_MOVING_OVER_WATER_MAX_DIST = 50, + BOAT_MOVING_OVER_WATER_VOLUME = 30, + + JUMBO_MAX_DIST = 440, + JUMBO_RUMBLE_SOUND_MAX_DIST = 240, + JUMBO_ENGINE_SOUND_MAX_DIST = 180, + JUMBO_WHINE_SOUND_MAX_DIST = 170, + + PED_HEADPHONES_MAX_DIST = 7, + PED_HEADPHONES_VOLUME = 42, + PED_HEADPHONES_IN_CAR_VOLUME = 10, + + PED_ONE_SHOT_STEP_MAX_DIST = 20, + PED_ONE_SHOT_STEP_VOLUME = 45, + + PED_ONE_SHOT_FALL_MAX_DIST = 30, + PED_ONE_SHOT_FALL_VOLUME = 80, + + PED_ONE_SHOT_PUNCH_MAX_DIST = 30, + PED_ONE_SHOT_PUNCH_VOLUME = 100, + + PED_ONE_SHOT_WEAPON_COLT45_MAX_DIST = 50, + PED_ONE_SHOT_WEAPON_COLT45_VOLUME = 90, + + PED_ONE_SHOT_WEAPON_UZI_MAX_DIST = 80, + PED_ONE_SHOT_WEAPON_UZI_VOLUME = 70, + + PED_ONE_SHOT_WEAPON_SHOTGUN_MAX_DIST = 60, + PED_ONE_SHOT_WEAPON_SHOTGUN_VOLUME = 100, + + PED_ONE_SHOT_WEAPON_AK47_MAX_DIST = 80, + PED_ONE_SHOT_WEAPON_AK47_VOLUME = 70, + + PED_ONE_SHOT_WEAPON_M16_MAX_DIST = 80, + PED_ONE_SHOT_WEAPON_M16_VOLUME = 70, + + PED_ONE_SHOT_WEAPON_SNIPERRIFLE_MAX_DIST = 60, + PED_ONE_SHOT_WEAPON_SNIPERRIFLE_VOLUME = 110, + + PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_MAX_DIST = 90, + PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_VOLUME = 80, + + PED_ONE_SHOT_WEAPON_FLAMETHROWER_MAX_DIST = 60, + PED_ONE_SHOT_WEAPON_FLAMETHROWER_VOLUME = 90, + + PED_ONE_SHOT_WEAPON_RELOAD_MAX_DIST = 30, + PED_ONE_SHOT_WEAPON_RELOAD_VOLUME = 75, + + PED_ONE_SHOT_WEAPON_BULLET_ECHO_MAX_DIST = 80, + PED_ONE_SHOT_WEAPON_BULLET_ECHO_VOLUME = 40, + + PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_MAX_DIST = 60, + PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_VOLUME = 70, + + PED_ONE_SHOT_WEAPON_HIT_PED_MAX_DIST = 30, + PED_ONE_SHOT_WEAPON_HIT_PED_VOLUME = 90, + + PED_ONE_SHOT_SPLASH_MAX_DIST = 40, + PED_ONE_SHOT_SPLASH_PED_VOLUME = 70, + + PED_COMMENT_MAX_DIST = 50, + PED_COMMENT_POLICE_HELI_MAX_DIST = 400, + + EXPLOSION_DEFAULT_MAX_DIST = 400, + EXPLOSION_MOLOTOV_MAX_DIST = 200, + EXPLOSION_MINE_MAX_DIST = 300, + + FIRE_DEFAULT_MAX_DIST = 50, + FIRE_DEFAULT_VOLUME = 80, + FIRE_BUILDING_MAX_DIST = 50, + FIRE_BUILDING_VOLUME = 100, + FIRE_PED_MAX_DIST = 25, + FIRE_PED_VOLUME = 60, + + WATER_CANNON_MAX_DIST = 30, + WATER_CANNON_VOLUME = 50, + + SCRIPT_OBJECT_GATE_MAX_DIST = 40, + + SCRIPT_OBJECT_BULLET_HIT_GROUND_MAX_DIST = 50, + SCRIPT_OBJECT_BULLET_HIT_GROUND_VOLUME = 90, + + SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_MAX_DIST = 80, + SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_VOLUME = MAX_VOLUME, + + SCRIPT_OBJECT_PAYPHONE_RINGING_MAX_DIST = 80, + SCRIPT_OBJECT_PAYPHONE_RINGING_VOLUME = 80, + + SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST = 60, + SCRIPT_OBJECT_GLASS_BREAK_LONG_VOLUME = 70, + SCRIPT_OBJECT_GLASS_BREAK_SHORT_VOLUME = 60, + + SCRIPT_OBJECT_GLASS_LIGHT_BREAK_MAX_DIST = 55, + SCRIPT_OBJECT_GLASS_LIGHT_BREAK_VOLUME = 25, + + SCRIPT_OBJECT_BOX_DESTROYED_MAX_DIST = 60, + SCRIPT_OBJECT_BOX_DESTROYED_VOLUME = 80, + + SCRIPT_OBJECT_METAL_COLLISION_VOLUME = 70, + SCRIPT_OBJECT_TIRE_COLLISION_VOLUME = 60, + + SCRIPT_OBJECT_GUNSHELL_MAX_DIST = 20, + SCRIPT_OBJECT_GUNSHELL_VOLUME = 30, + + SCRIPT_OBJECT_SHORT_MAX_DIST = 30, + SCRIPT_OBJECT_LONG_MAX_DIST = 80, + SCRIPT_OBJECT_DEFAULT_VOLUME = MAX_VOLUME, + SCRIPT_OBJECT_RESAURANT_VOLUME = 110, + SCRIPT_OBJECT_BANK_ALARM_VOLUME = 90, + + PORN_CINEMA_SHORT_MAX_DIST = 20, + PORN_CINEMA_LONG_MAX_DIST = SCRIPT_OBJECT_LONG_MAX_DIST, + PORN_CINEMA_VOLUME = SCRIPT_OBJECT_DEFAULT_VOLUME, + PORN_CINEMA_MOAN_VOLUME = 90, + + WORK_SHOP_MAX_DIST = 20, + WORK_SHOP_VOLUME = 30, + + SAWMILL_VOLUME = 30, + SAWMILL_CUT_WOOD_VOLUME = 70, + + LAUNDERETTE_VOLUME = 45, + LAUNDERETTE_SONG_VOLUME = 110, + + SHOP_VOLUME = 30, + SHOP_TILL_VOLUME = 70, + + AIRPORT_VOLUME = 110, + + CINEMA_VOLUME = 30, + DOCKS_VOLUME = 40, + HOME_VOLUME = 40, + POLICE_CELL_BEATING_VOLUME = 55, + + FRONTEND_VOLUME = 110, + + CRANE_MAX_DIST = 80, + CRANE_VOLUME = 100, + + PROJECTILE_ROCKET_MAX_DIST = 90, + PROJECTILE_ROCKET_VOLUME = MAX_VOLUME, + + PROJECTILE_MOLOTOV_MAX_DIST = 30, + PROJECTILE_MOLOTOV_VOLUME = 50, + + GARAGES_MAX_DIST = 80, + GARAGES_VOLUME = 90, + GARAGES_DOOR_VOLUME = 60, + + FIRE_HYDRANT_MAX_DIST = 35, + FIRE_HYDRANT_VOLUME = 40, + + BRIDGE_MOTOR_MAX_DIST = 400, + BRIDGE_MOTOR_VOLUME = MAX_VOLUME, + BRIDGE_MAX_DIST = BRIDGE_MOTOR_MAX_DIST + 50, + + BRIDGE_WARNING_VOLUME = 100, + + MISSION_AUDIO_MAX_DIST = 50, + MISSION_AUDIO_VOLUME = 80, +}; + #pragma region VEHICLE AUDIO enum eVehicleModel { LANDSTAL, @@ -489,7 +766,7 @@ struct tVehicleSampleData { uint8 m_bDoorType; }; -const tVehicleSampleData aVehicleSettings[MAX_CARS] = { +Const static tVehicleSampleData aVehicleSettings[MAX_CARS] = { {SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 11487, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, {SFX_CAR_REV_8, SFX_BANK_COBRA, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 10928, NEW_DOOR}, @@ -564,7 +841,7 @@ const tVehicleSampleData aVehicleSettings[MAX_CARS] = { bool8 bPlayerJustEnteredCar; -const bool8 HornPattern[8][44] = { +Const static bool8 HornPattern[8][44] = { {FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, @@ -583,30 +860,21 @@ const bool8 HornPattern[8][44] = { FALSE, FALSE, FALSE, FALSE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, FALSE, FALSE, FALSE, FALSE}, }; - void cAudioManager::ProcessVehicle(CVehicle *veh) { - tHandlingData *handling = veh->pHandling; - float velChange; cVehicleParams params; - m_sQueueSample.m_vecPos = veh->GetPosition(); + m_sQueueSample.m_vecPos = veh->GetPosition(); params.m_bDistanceCalculated = FALSE; params.m_pVehicle = veh; params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - - if (handling != nil) - params.m_pTransmission = &handling->Transmission; - else - params.m_pTransmission = nil; - + params.m_pTransmission = veh->pHandling != nil ? &veh->pHandling->Transmission : nil; params.m_nIndex = veh->GetModelIndex() - MI_FIRST_VEHICLE; if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) - velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f; + params.m_fVelocityChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f; else - velChange = DotProduct(params.m_pVehicle->m_vecMoveSpeed, params.m_pVehicle->GetForward()); - params.m_fVelocityChange = velChange; + params.m_fVelocityChange = DotProduct(params.m_pVehicle->m_vecMoveSpeed, params.m_pVehicle->GetForward()); switch (params.m_pVehicle->m_vehType) { case VEHICLE_TYPE_CAR: UpdateGasPedalAudio((CAutomobile *)veh); @@ -622,7 +890,7 @@ cAudioManager::ProcessVehicle(CVehicle *veh) ((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange; break; } - if (CWeather::WetRoads > 0.f) + if (CWeather::WetRoads > 0.0f) ProcessWetRoadNoise(params); ProcessVehicleSkidding(params); } else { @@ -632,7 +900,7 @@ cAudioManager::ProcessVehicle(CVehicle *veh) break; } ProcessReverseGear(params); - if (CWeather::WetRoads > 0.f) + if (CWeather::WetRoads > 0.0f) ProcessWetRoadNoise(params); ProcessVehicleSkidding(params); ProcessVehicleHorn(params); @@ -676,15 +944,14 @@ cAudioManager::ProcessVehicle(CVehicle *veh) void cAudioManager::ProcessRainOnVehicle(cVehicleParams& params) { - const int rainOnVehicleIntensity = 22; - if (params.m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) { + if (params.m_fDistance < SQR(RAIN_ON_VEHICLE_MAX_DIST) && CWeather::Rain > 0.01f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) { CVehicle *veh = params.m_pVehicle; veh->m_bRainAudioCounter++; if (veh->m_bRainAudioCounter >= 2) { veh->m_bRainAudioCounter = 0; CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - float emittingVol = 30.f * CWeather::Rain; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance); + uint8 Vol = RAIN_ON_VEHICLE_VOLUME * CWeather::Rain; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, RAIN_ON_VEHICLE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++; if (veh->m_bRainSamplesCounter > 4) @@ -695,10 +962,10 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams& params) m_sQueueSample.m_nPriority = 9; m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000; m_sQueueSample.m_nLoopCount = 1; - SET_EMITTING_VOLUME((uint8)emittingVol); + SET_EMITTING_VOLUME(Vol); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = rainOnVehicleIntensity; + m_sQueueSample.m_MaxDistance = RAIN_ON_VEHICLE_MAX_DIST; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_bReverb = FALSE; SET_SOUND_REFLECTION(FALSE); @@ -711,96 +978,94 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams& params) bool8 cAudioManager::ProcessReverseGear(cVehicleParams& params) { - const int reverseGearIntensity = 30; - CVehicle *veh; CAutomobile *automobile; - int32 emittingVol; + uint8 Vol; float modificator; - if (params.m_fDistance >= SQR(reverseGearIntensity)) - return FALSE; - veh = params.m_pVehicle; - if (veh->bEngineOn && (veh->m_fGasPedal < 0.0f || veh->m_nCurrentGear == 0)) { - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - automobile = (CAutomobile *)params.m_pVehicle; - if (automobile->m_nWheelsOnGround != 0) { - modificator = params.m_fVelocityChange / params.m_pTransmission->fMaxReverseVelocity; - } else { - if (automobile->m_nDriveWheelsOnGround != 0) - automobile->m_fGasPedalAudio *= 0.4f; - modificator = automobile->m_fGasPedalAudio; - } - modificator = Abs(modificator); - emittingVol = (24.f * modificator); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - if (params.m_pVehicle->m_fGasPedal >= 0.0f) { - m_sQueueSample.m_nCounter = 62; - m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2; - } else { - m_sQueueSample.m_nCounter = 61; - m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR; + if (params.m_fDistance < SQR(REVERSE_GEAR_MAX_DIST)) { + veh = params.m_pVehicle; + if (veh->bEngineOn && (veh->m_fGasPedal < 0.0f || veh->m_nCurrentGear == 0)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + automobile = (CAutomobile *)params.m_pVehicle; + if (automobile->m_nWheelsOnGround > 0) + modificator = params.m_fVelocityChange / params.m_pTransmission->fMaxReverseVelocity; + else { + if (automobile->m_nDriveWheelsOnGround > 0) + automobile->m_fGasPedalAudio *= 0.4f; + modificator = automobile->m_fGasPedalAudio; + } + modificator = ABS(modificator); + Vol = (REVERSE_GEAR_VOLUME * modificator); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, REVERSE_GEAR_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + if (params.m_pVehicle->m_fGasPedal < 0.0f) { + m_sQueueSample.m_nCounter = 61; + m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR; + } else { + m_sQueueSample.m_nCounter = 62; + m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2; + } + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = (6000 * modificator) + 7000; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_MaxDistance = REVERSE_GEAR_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); } - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFrequency = (6000.f * modificator) + 7000; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_MaxDistance = reverseGearIntensity; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 5; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); } + return TRUE; } - return TRUE; + return FALSE; } void cAudioManager::ProcessModelCarEngine(cVehicleParams& params) { - const float SOUND_INTENSITY = 30.0f; CAutomobile *automobile; float allowedVelocity; - int32 emittingVol; + uint8 Vol; float velocityChange; - if (params.m_fDistance < SQR(SOUND_INTENSITY)) { + if (params.m_fDistance < SQR(MODEL_CAR_ENGINE_MAX_DIST)) { automobile = (CAutomobile *)params.m_pVehicle; if (automobile->bEngineOn) { - if (automobile->m_nWheelsOnGround == 0) { - if (automobile->m_nDriveWheelsOnGround != 0) + if (automobile->m_nWheelsOnGround > 0) + velocityChange = Abs(params.m_fVelocityChange); + else { + if (automobile->m_nDriveWheelsOnGround > 0) automobile->m_fGasPedalAudio *= 0.4f; velocityChange = automobile->m_fGasPedalAudio * params.m_pTransmission->fMaxVelocity; - } else { - velocityChange = Abs(params.m_fVelocityChange); } if (velocityChange > 0.001f) { allowedVelocity = 0.5f * params.m_pTransmission->fMaxVelocity; if (velocityChange < allowedVelocity) - emittingVol = (90.f * velocityChange / allowedVelocity); + Vol = (MODEL_CAR_ENGINE_VOLUME * velocityChange / allowedVelocity); else - emittingVol = 90; - if (emittingVol) { + Vol = MODEL_CAR_ENGINE_VOLUME; + if (Vol > 0) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, MODEL_CAR_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nFrequency = (11025.f * velocityChange / params.m_pTransmission->fMaxVelocity + 11025.f); + m_sQueueSample.m_nFrequency = (11025 * velocityChange / params.m_pTransmission->fMaxVelocity + 11025); m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = MODEL_CAR_ENGINE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_bReverb = TRUE; @@ -816,23 +1081,19 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams& params) bool8 cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params) { - const float SOUND_INTENSITY = 95.0f; - - int32 emittingVol; + uint8 Vol; uint32 freq; float multiplier; int sampleFreq; float velocity; - if (params.m_fDistance >= SQR(SOUND_INTENSITY)) - return FALSE; - if (params.m_pTransmission != nil) { - if (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround != 0) { + if (params.m_fDistance < SQR(VEHICLE_ROAD_NOISE_MAX_DIST)) { + if ((params.m_pTransmission != nil) && (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround > 0)) { velocity = Abs(params.m_fVelocityChange); if (velocity > 0.0f) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - emittingVol = 30.f * Min(1.f, velocity / (0.5f * params.m_pTransmission->fMaxVelocity)); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); + Vol = VEHICLE_ROAD_NOISE_VOLUME * Min(1.0f, velocity / (0.5f * params.m_pTransmission->fMaxVelocity)); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_ROAD_NOISE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; @@ -840,19 +1101,19 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params) m_sQueueSample.m_nPriority = 3; if (params.m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) { m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; - freq = 6050 * emittingVol / 30 + 16000; + freq = 6050 * Vol / VEHICLE_ROAD_NOISE_VOLUME + 16000; } else { m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; - multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; + multiplier = (m_sQueueSample.m_fDistance / VEHICLE_ROAD_NOISE_MAX_DIST) * 0.5f; sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); - freq = (sampleFreq * multiplier) + ((3 * sampleFreq) / 4); + freq = (sampleFreq * multiplier) + ((3 * sampleFreq) >> 2); } m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ROAD_NOISE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 4; m_sQueueSample.m_bReverb = TRUE; @@ -861,45 +1122,42 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params) } } } + return TRUE; } - return TRUE; + return FALSE; } bool8 cAudioManager::ProcessWetRoadNoise(cVehicleParams& params) { - const float SOUND_INTENSITY = 30.0f; - float relativeVelocity; - int32 emittingVol; + uint8 Vol; float multiplier; int freq; float velChange; - if (params.m_fDistance >= SQR(SOUND_INTENSITY)) - return FALSE; - if (params.m_pTransmission != nil) { - if (((CAutomobile *)params.m_pVehicle)->m_nDriveWheelsOnGround != 0) { + if (params.m_fDistance < SQR(WET_ROAD_NOISE_MAX_DIST)) { + if ((params.m_pTransmission != nil) && (((CAutomobile*)params.m_pVehicle)->m_nDriveWheelsOnGround > 0)) { velChange = Abs(params.m_fVelocityChange); - if (velChange > 0.f) { + if (velChange > 0.0f) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); relativeVelocity = Min(1.0f, velChange / (0.5f * params.m_pTransmission->fMaxVelocity)); - emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); + Vol = WET_ROAD_NOISE_VOLUME * relativeVelocity * CWeather::WetRoads; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, WET_ROAD_NOISE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 3; - multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; + multiplier = (m_sQueueSample.m_fDistance / WET_ROAD_NOISE_MAX_DIST) * 0.5f; freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); m_sQueueSample.m_nFrequency = freq + freq * multiplier; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = WET_ROAD_NOISE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 4; m_sQueueSample.m_bReverb = TRUE; @@ -908,149 +1166,143 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams& params) } } } + return TRUE; } - return TRUE; + return FALSE; } bool8 cAudioManager::ProcessVehicleEngine(cVehicleParams& params) { - const float SOUND_INTENSITY = 50.0f; - - CVehicle *playerVeh; - CVehicle *veh; CAutomobile *automobile; float relativeGearChange; - float relativeChange; - uint8 volume; - int32 freq = 0; // uninitialized variable - uint8 emittingVol; +#ifdef FIX_BUGS + uint32 freq = 0; // uninitialized variable +#else + uint32 freq; +#endif + uint8 Vol; cTransmission *transmission; uint8 currentGear; float modificator; - float traction = 0.f; + float traction = 0.0f; - if (params.m_fDistance < SQR(SOUND_INTENSITY)) { - playerVeh = FindPlayerVehicle(); - veh = params.m_pVehicle; - if (playerVeh == veh && veh->GetStatus() == STATUS_WRECKED) { + if (params.m_fDistance < SQR(VEHICLE_ENGINE_MAX_DIST)) { + if (FindPlayerVehicle() == params.m_pVehicle && params.m_pVehicle->GetStatus() == STATUS_WRECKED) { SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); return TRUE; } - if (veh->bEngineOn) { + if (params.m_pVehicle->bEngineOn) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); automobile = (CAutomobile *)params.m_pVehicle; - if (params.m_nIndex == DODO) { + if (params.m_nIndex == DODO) ProcessCesna(params); - return TRUE; - } - if (FindPlayerVehicle() == veh) { + else if (FindPlayerVehicle() == automobile) ProcessPlayersVehicleEngine(params, automobile); - return TRUE; - } - transmission = params.m_pTransmission; - if (transmission != nil) { - currentGear = params.m_pVehicle->m_nCurrentGear; - if (automobile->m_nWheelsOnGround != 0) { - if (automobile->bIsHandbrakeOn) { - if (params.m_fVelocityChange == 0.0f) - traction = 0.9f; - } else if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) { - traction = 0.0f; - } else { - switch (transmission->nDriveType) { - case '4': - for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) { - if (automobile->m_aWheelState[i] == WHEEL_STATE_SPINNING) - traction += 0.05f; + else { + transmission = params.m_pTransmission; + if (transmission != nil) { + currentGear = params.m_pVehicle->m_nCurrentGear; + if (automobile->m_nWheelsOnGround > 0) { + if (automobile->bIsHandbrakeOn) { + if (params.m_fVelocityChange == 0.0f) + traction = 0.9f; + } else if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) { + traction = 0.0f; + } else { + switch (transmission->nDriveType) { + case '4': + for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) { + if (automobile->m_aWheelState[i] == WHEEL_STATE_SPINNING) + traction += 0.05f; + } + break; + case 'F': + if (automobile->m_aWheelState[CARWHEEL_FRONT_LEFT] == WHEEL_STATE_SPINNING) + traction += 0.1f; + if (automobile->m_aWheelState[CARWHEEL_FRONT_RIGHT] == WHEEL_STATE_SPINNING) + traction += 0.1f; + break; + case 'R': + if (automobile->m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SPINNING) + traction += 0.1f; + if (automobile->m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SPINNING) + traction += 0.1f; + break; + default: + break; } - break; - case 'F': - if (automobile->m_aWheelState[CARWHEEL_FRONT_LEFT] == WHEEL_STATE_SPINNING) - traction += 0.1f; - if (automobile->m_aWheelState[CARWHEEL_FRONT_RIGHT] == WHEEL_STATE_SPINNING) - traction += 0.1f; - break; - case 'R': - if (automobile->m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SPINNING) - traction += 0.1f; - if (automobile->m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SPINNING) - traction += 0.1f; - break; } - } - if (transmission->fMaxVelocity <= 0.f) { - relativeChange = 0.f; - } else if (currentGear != 0) { - relativeGearChange = - Min(1.0f, (params.m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f); - if (traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE && - params.m_fVelocityChange < transmission->Gears[1].fShiftUpVelocity) { - traction = 0.7f; + if (transmission->fMaxVelocity > 0.0f) { + if (currentGear > 0) { + relativeGearChange = + Min(1.0f, (params.m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f); + if (traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE && + params.m_fVelocityChange < transmission->Gears[1].fShiftUpVelocity) { + traction = 0.7f; + } + modificator = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange; + } else + modificator = + Min(1.0f, 1.0f - Abs((params.m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity)); } - relativeChange = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange; - } else - relativeChange = - Min(1.0f, 1.0f - Abs((params.m_fVelocityChange - transmission->Gears[0].fShiftDownVelocity) / transmission->fMaxReverseVelocity)); - } else { - if (automobile->m_nDriveWheelsOnGround != 0) - automobile->m_fGasPedalAudio *= 0.4f; - relativeChange = automobile->m_fGasPedalAudio; - } - modificator = relativeChange; - if (currentGear != 0 || automobile->m_nWheelsOnGround == 0) - freq = 1200 * currentGear + 18000.f * modificator + 14000; - else - freq = 13000.f * modificator + 14000; - if (modificator >= 0.75f) { - emittingVol = 120; - volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - } else { - emittingVol = modificator * 4.0f / 3.0f * 40.f + 80.f; - volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - } - } else { - modificator = 0.f; - emittingVol = 80; - volume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - } - m_sQueueSample.m_nVolume = volume; - if (m_sQueueSample.m_nVolume > 0) { - if (automobile->GetStatus() == STATUS_SIMPLE) { - if (modificator < 0.02f) { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; - freq = modificator * 10000 + 22050; - m_sQueueSample.m_nCounter = 52; + else + modificator = 0.0f; } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex; - m_sQueueSample.m_nCounter = 2; + if (automobile->m_nDriveWheelsOnGround > 0) + automobile->m_fGasPedalAudio *= 0.4f; + modificator = automobile->m_fGasPedalAudio; } + if (currentGear == 0 && automobile->m_nWheelsOnGround > 0) + freq = 13000 * modificator + 14000; + else + freq = 1200 * currentGear + 18000 * modificator + 14000; + if (modificator < 0.75f) + Vol = modificator / 0.75f * (VEHICLE_ENGINE_FULL_VOLUME-VEHICLE_ENGINE_BASE_VOLUME) + VEHICLE_ENGINE_BASE_VOLUME; + else + Vol = VEHICLE_ENGINE_FULL_VOLUME; } else { - if (automobile->m_fGasPedal < 0.05f) { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; - freq = modificator * 10000 + 22050; - m_sQueueSample.m_nCounter = 52; + modificator = 0.0f; + Vol = VEHICLE_ENGINE_BASE_VOLUME; + } + m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + if (automobile->GetStatus() == STATUS_SIMPLE) { + if (modificator < 0.02f) { + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; + freq = modificator * 10000 + 22050; + m_sQueueSample.m_nCounter = 52; + } else { + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex; + m_sQueueSample.m_nCounter = 2; + } } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex; - m_sQueueSample.m_nCounter = 2; + if (automobile->m_fGasPedal < 0.05f) { + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; + freq = modificator * 10000 + 22050; + m_sQueueSample.m_nCounter = 52; + } else { + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nAccelerationSampleIndex; + m_sQueueSample.m_nCounter = 2; + } } + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000; + if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6) + m_sQueueSample.m_nFrequency >>= 1; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 6.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ENGINE_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 8; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); } - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000; - if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6) - m_sQueueSample.m_nFrequency /= 2; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 8; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); } } return TRUE; @@ -1084,9 +1336,9 @@ cAudioManager::PlayerJustLeftCar(void) } void -cAudioManager::AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping) +cAudioManager::AddPlayerCarSample(uint8 Vol, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 bLooping) { - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = counter; m_sQueueSample.m_nSampleIndex = sample; @@ -1098,16 +1350,15 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 samp m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nFrequency = freq; - if (notLooping) { + if (bLooping) { m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nFramesToPlay = 8; - } else { + } else m_sQueueSample.m_nLoopCount = 1; - } - SET_EMITTING_VOLUME(emittingVolume); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_MaxDistance = 50.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ENGINE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -1120,24 +1371,26 @@ cAudioManager::ProcessCesna(cVehicleParams& params) { static uint8 nAccel = 0; - //((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus(); +#ifdef THIS_IS_STUPID + ((CAutomobile *)params.m_pVehicle)->Damage.GetEngineStatus(); +#endif if (FindPlayerVehicle() == params.m_pVehicle) { if (params.m_nIndex == DODO) { - if (Pads[0].GetAccelerate() <= 0) { + if (Pads[0].GetAccelerate() > 0) { + if (nAccel < 60) + nAccel++; + } else if (nAccel > 0) nAccel--; - } else if (nAccel < 60) { - nAccel++; - } - AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE); - AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, TRUE); + AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE); + AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, TRUE); } } else if (params.m_nIndex == DODO) { - AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE); - } else if (params.m_fDistance < SQR(200)) { + AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME + 20, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, TRUE); + } else if (params.m_fDistance < SQR(CESNA_IDLE_MAX_DIST)) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(CESNA_VOLUME, CESNA_IDLE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 52; m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE; @@ -1147,17 +1400,17 @@ cAudioManager::ProcessCesna(cVehicleParams& params) m_sQueueSample.m_nFrequency = 12500; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nFramesToPlay = 8; - SET_EMITTING_VOLUME(80); + SET_EMITTING_VOLUME(CESNA_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 8.0f; - m_sQueueSample.m_MaxDistance = 200.0f; + m_sQueueSample.m_MaxDistance = CESNA_IDLE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); } - if (params.m_fDistance < SQR(90)) { - m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance); + if (params.m_fDistance < SQR(CESNA_REV_MAX_DIST)) { + m_sQueueSample.m_nVolume = ComputeVolume(CESNA_VOLUME, CESNA_REV_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV; @@ -1167,10 +1420,10 @@ cAudioManager::ProcessCesna(cVehicleParams& params) m_sQueueSample.m_nFrequency = 25000; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nFramesToPlay = 4; - SET_EMITTING_VOLUME(80); + SET_EMITTING_VOLUME(CESNA_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 8.0f; - m_sQueueSample.m_MaxDistance = 90.0f; + m_sQueueSample.m_MaxDistance = CESNA_REV_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -1186,7 +1439,6 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * static int32 GearFreqAdj[] = {6000, 6000, 3400, 1200, 0, -1000}; cTransmission *transmission; - float velocityChange; float relativeVelocityChange; float accelerationMultipler; uint8 wheelInUseCounter; @@ -1196,12 +1448,10 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * int32 freq; int freqModifier; - int soundOffset; + uint32 soundOffset; uint8 engineSoundType; int16 accelerateState; bool8 channelUsed; - bool8 lostTraction; - bool8 processedAccelSampleStopped; uint8 currentGear; float gasPedalAudio; CVector pos; @@ -1215,8 +1465,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * static uint32 nCruising = 0; static bool8 bAccelSampleStopped = TRUE; - lostTraction = FALSE; - processedAccelSampleStopped = FALSE; + bool8 lostTraction = FALSE; + bool8 processedAccelSampleStopped = FALSE; if (bPlayerJustEnteredCar) { bAccelSampleStopped = TRUE; bPlayerJustEnteredCar = FALSE; @@ -1232,15 +1482,14 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * #else if (CReplay::IsPlayingBack()) #endif - accelerateState = 255.f * Clamp(automobile->m_fGasPedal, 0.0f, 1.0f); + accelerateState = 255 * Clamp(automobile->m_fGasPedal, 0.0f, 1.0f); else accelerateState = Pads[0].GetAccelerate(); slowingDown = params.m_fVelocityChange < -0.001f; channelUsed = SampleManager.GetChannelUsedFlag(CHANNEL_PLAYER_VEHICLE_ENGINE); transmission = params.m_pTransmission; - velocityChange = params.m_fVelocityChange; - relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity; + relativeVelocityChange = 2.0f * params.m_fVelocityChange / transmission->fMaxVelocity; accelerationMultipler = Clamp(relativeVelocityChange, 0.0f, 1.0f); gasPedalAudio = accelerationMultipler; @@ -1266,14 +1515,16 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * if ((automobile->m_aWheelState[CARWHEEL_REAR_LEFT] != WHEEL_STATE_NORMAL) || (automobile->m_aWheelState[CARWHEEL_REAR_RIGHT] != WHEEL_STATE_NORMAL)) lostTraction = TRUE; break; + default: + break; } - if (velocityChange != 0.0f) { - time = params.m_pVehicle->m_vecMoveSpeed.z / velocityChange; + if (params.m_fVelocityChange != 0.0f) { + time = params.m_pVehicle->m_vecMoveSpeed.z / params.m_fVelocityChange; if (time > 0.0f) - freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f); + freqModifier = -(Min(0.2f, time) * 3000 * 5); else - freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f); + freqModifier = -(Max(-0.2f, time) * 3000 * 5); if (slowingDown) freqModifier = -freqModifier; } else @@ -1281,7 +1532,110 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * engineSoundType = aVehicleSettings[params.m_nIndex].m_nBank; soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET); - if (accelerateState <= 0) { + if (accelerateState > 0) { + if (nCruising > 0) { +PlayCruising: + bAccelSampleStopped = TRUE; + if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction || + currentGear < params.m_pTransmission->nNumberOfGears - 1) { + nCruising = 0; + } else { + if (accelerateState < 220 || params.m_fVelocityChange + 0.001f < automobile->m_fVelocityChangeForAudio) { + if (nCruising > 3) + nCruising--; + } else + if (nCruising < 800) + nCruising++; + freq = 27 * nCruising + freqModifier + 22050; + if (engineSoundType == SFX_BANK_TRUCK) + freq >>= 1; + AddPlayerCarSample(PLAYER_VEHICLE_ENGINE_VOLUME, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, TRUE); + } + } else { + if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction || + currentGear < 2 && params.m_fVelocityChange - automobile->m_fVelocityChangeForAudio < 0.01f) { // here could be used abs + if (automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction) { + if (automobile->m_nWheelsOnGround == 0 && automobile->m_nDriveWheelsOnGround > 0 || + (automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame || lostTraction && !bLostTractionLastFrame) && automobile->m_nWheelsOnGround > 0) + automobile->m_fGasPedalAudio *= 0.6f; + freqModifier = 0; + baseFreq = (15000 * automobile->m_fGasPedalAudio) + 14000; + vol = (25 * automobile->m_fGasPedalAudio) + 60; + } else { + baseFreq = (8000 * accelerationMultipler) + 16000; + vol = (25 * accelerationMultipler) + 60; + automobile->m_fGasPedalAudio = accelerationMultipler; + } + freq = freqModifier + baseFreq; + if (engineSoundType == SFX_BANK_TRUCK) + freq >>= 1; + if (channelUsed) { + SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); + bAccelSampleStopped = TRUE; + } + AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_REV_1), SFX_BANK_0, 2, TRUE); + } else { + TranslateEntity(&m_sQueueSample.m_vecPos, &pos); +#ifndef EXTERNAL_3D_SOUND + m_sQueueSample.m_nPan = ComputePan(m_sQueueSample.m_fDistance, &pos); +#endif + if (bAccelSampleStopped) { + if (CurrentPretendGear != 1 || currentGear != 2) + CurrentPretendGear = Max(1, currentGear - 1); + processedAccelSampleStopped = TRUE; + bAccelSampleStopped = FALSE; + } + + if (!channelUsed) { + if (!processedAccelSampleStopped) { + if (CurrentPretendGear < params.m_pTransmission->nNumberOfGears - 1) + CurrentPretendGear++; + else { + nCruising = 1; + goto PlayCruising; + } + } + +#ifdef GTA_PS2 + SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0); +#else + if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0)) + return; +#endif + SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1); +#ifndef GTA_PS2 + SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1); +#endif + } + +#ifdef EXTERNAL_3D_SOUND + SampleManager.SetChannelEmittingVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, PLAYER_VEHICLE_ENGINE_VOLUME); + SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z); + SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, VEHICLE_ENGINE_MAX_DIST, VEHICLE_ENGINE_MAX_DIST / 4.0f); +#else + + SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(PLAYER_VEHICLE_ENGINE_VOLUME, VEHICLE_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance)); + SampleManager.SetChannelPan(CHANNEL_PLAYER_VEHICLE_ENGINE, m_sQueueSample.m_nPan); +#endif + freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; + if (engineSoundType == SFX_BANK_TRUCK) + freq >>= 1; +#ifdef USE_TIME_SCALE_FOR_AUDIO + SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq * CTimer::GetTimeScale()); +#else + SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq); +#endif + if (!channelUsed) { +#if GTA_VERSION >= GTA3_PC_10 + SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE); +#else + SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, TRUE); +#endif + SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); + } + } + } + } else { if (slowingDown) { if (channelUsed) { SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); @@ -1306,120 +1660,19 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * gasPedalAudio = automobile->m_fGasPedalAudio; } if (gasPedalAudio > 0.05f) { - freq = (5000.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 19000; + freq = (5000 * (gasPedalAudio - 0.05f) / 0.95f) + 19000; if (engineSoundType == SFX_BANK_TRUCK) freq >>= 1; - AddPlayerCarSample((25.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63, + AddPlayerCarSample((25 * (gasPedalAudio - 0.05f) / 0.95f) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63, FALSE); } } - freq = (10000.f * gasPedalAudio) + 22050; + freq = (10000 * gasPedalAudio) + 22050; if (engineSoundType == SFX_BANK_TRUCK) freq >>= 1; - AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1), SFX_BANK_0, 52, TRUE); + AddPlayerCarSample(110 - (40 * gasPedalAudio), freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1), SFX_BANK_0, 52, TRUE); CurrentPretendGear = Max(1, currentGear); - } else if (nCruising > 0) { -PlayCruising: - bAccelSampleStopped = TRUE; - if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction || - currentGear < params.m_pTransmission->nNumberOfGears - 1) { - nCruising = 0; - } else { - if (accelerateState >= 220 && params.m_fVelocityChange + 0.001f < automobile->m_fVelocityChangeForAudio) { - if (nCruising < 800) - nCruising++; - } else if (nCruising > 3) - nCruising--; - freq = 27 * nCruising + freqModifier + 22050; - if (engineSoundType == SFX_BANK_TRUCK) - freq >>= 1; - AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, TRUE); - } - } else { - if (accelerateState < 150 || automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction || - currentGear < 2 && velocityChange - automobile->m_fVelocityChangeForAudio < 0.01f) { // here could be used abs - if (automobile->m_nWheelsOnGround == 0 || automobile->bIsHandbrakeOn || lostTraction) { - if (automobile->m_nWheelsOnGround == 0 && automobile->m_nDriveWheelsOnGround != 0 || - (automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame || lostTraction && !bLostTractionLastFrame) && automobile->m_nWheelsOnGround != 0) { - automobile->m_fGasPedalAudio *= 0.6f; - } - freqModifier = 0; - baseFreq = (15000 * automobile->m_fGasPedalAudio) + 14000; - vol = (25.0f * automobile->m_fGasPedalAudio) + 60; - } else { - baseFreq = (8000 * accelerationMultipler) + 16000; - vol = (25.0f * accelerationMultipler) + 60; - automobile->m_fGasPedalAudio = accelerationMultipler; - } - freq = freqModifier + baseFreq; - if (engineSoundType == SFX_BANK_TRUCK) - freq >>= 1; - if (channelUsed) { - SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); - bAccelSampleStopped = TRUE; - } - AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_REV_1), SFX_BANK_0, 2, TRUE); - } else { - TranslateEntity(&m_sQueueSample.m_vecPos, &pos); -#ifndef EXTERNAL_3D_SOUND - m_sQueueSample.m_nPan = ComputePan(m_sQueueSample.m_fDistance, &pos); -#endif - if (bAccelSampleStopped) { - if (CurrentPretendGear != 1 || currentGear != 2) - CurrentPretendGear = Max(1, currentGear - 1); - processedAccelSampleStopped = TRUE; - bAccelSampleStopped = FALSE; - } - - if (!channelUsed) { - if (!processedAccelSampleStopped) { - if (CurrentPretendGear < params.m_pTransmission->nNumberOfGears - 1) - CurrentPretendGear++; - else { - nCruising = 1; - goto PlayCruising; - } - } - -#ifdef GTA_PS2 - SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0); -#else - if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0)) - return; -#endif - SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1); -#ifndef GTA_PS2 - SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1); -#endif - } - -#ifdef EXTERNAL_3D_SOUND - SampleManager.SetChannelEmittingVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, 85); - SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z); - SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f); -#else - - SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(85, 50.0f, m_sQueueSample.m_fDistance)); - SampleManager.SetChannelPan(CHANNEL_PLAYER_VEHICLE_ENGINE, m_sQueueSample.m_nPan); -#endif - freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; - if (engineSoundType == SFX_BANK_TRUCK) - freq >>= 1; -#ifdef USE_TIME_SCALE_FOR_AUDIO - SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq * CTimer::GetTimeScale()); -#else - SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq); -#endif - if (!channelUsed) { -#if GTA_VERSION >= GTA3_PC_10 - SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE); -#else - SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, TRUE); -#endif - SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE); - } - } } LastAccel = accelerateState; @@ -1430,91 +1683,90 @@ PlayCruising: bool8 cAudioManager::ProcessVehicleSkidding(cVehicleParams& params) { - const float SOUND_INTENSITY = 40.0f; - CAutomobile *automobile; cTransmission *transmission; - int32 emittingVol; + uint8 Vol; float newSkidVal = 0.0f; float skidVal = 0.0f; - if (params.m_fDistance >= SQR(SOUND_INTENSITY)) - return FALSE; - automobile = (CAutomobile *)params.m_pVehicle; - if (automobile->m_nWheelsOnGround == 0) - return TRUE; - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) { - if (automobile->m_aWheelState[i] == WHEEL_STATE_NORMAL || automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING) - continue; - transmission = params.m_pTransmission; - switch (transmission->nDriveType) { - case '4': - newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); - break; - case 'F': - if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) - newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); - else - newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); - break; - case 'R': - if (i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT) - newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); - else - newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); - break; - default: - break; - } - skidVal = Max(skidVal, newSkidVal); - } + if (params.m_fDistance < SQR(VEHICLE_SKIDDING_MAX_DIST)) { + automobile = (CAutomobile *)params.m_pVehicle; + if (automobile->m_nWheelsOnGround > 0) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + for (uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) { + if (automobile->m_aWheelState[i] == WHEEL_STATE_NORMAL || automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING) + continue; + transmission = params.m_pTransmission; + switch (transmission->nDriveType) { + case '4': + newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); + break; + case 'F': + if (i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) + newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); + else + newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); + break; + case 'R': + if (i == CARWHEEL_REAR_LEFT || i == CARWHEEL_REAR_RIGHT) + newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); + else + newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission, params.m_fVelocityChange); + break; + default: + break; + } + skidVal = Max(skidVal, newSkidVal); + } - if (skidVal > 0.0f) { - emittingVol = 50.f * skidVal; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 3; - switch (params.m_pVehicle->m_nSurfaceTouched) { - case SURFACE_GRASS: - case SURFACE_HEDGE: - m_sQueueSample.m_nSampleIndex = SFX_RAIN; - emittingVol /= 4; - m_sQueueSample.m_nFrequency = 13000.f * skidVal + 35000.f; - m_sQueueSample.m_nVolume /= 4; - if (m_sQueueSample.m_nVolume == 0) - return TRUE; - break; - case SURFACE_GRAVEL: - case SURFACE_MUD_DRY: - case SURFACE_SAND: - case SURFACE_WATER: - m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID; - m_sQueueSample.m_nFrequency = 6000.f * skidVal + 10000.f; - break; + if (skidVal > 0.0f) { + Vol = VEHICLE_SKIDDING_VOLUME * skidVal; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_SKIDDING_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 3; + switch (params.m_pVehicle->m_nSurfaceTouched) { + case SURFACE_GRASS: + case SURFACE_HEDGE: + m_sQueueSample.m_nSampleIndex = SFX_RAIN; + Vol >>= 2; + m_sQueueSample.m_nFrequency = 13000 * skidVal + 35000; + m_sQueueSample.m_nVolume >>= 2; + if (m_sQueueSample.m_nVolume == 0) + return TRUE; + break; + case SURFACE_GRAVEL: + case SURFACE_MUD_DRY: + case SURFACE_SAND: + case SURFACE_WATER: + m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID; + m_sQueueSample.m_nFrequency = 6000 * skidVal + 10000; + break; - default: - m_sQueueSample.m_nSampleIndex = SFX_SKID; - m_sQueueSample.m_nFrequency = 5000.f * skidVal + 11000.f; - break; - } + default: + m_sQueueSample.m_nSampleIndex = SFX_SKID; + m_sQueueSample.m_nFrequency = 5000 * skidVal + 11000; + break; + } - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 8; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 8; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_SKIDDING_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + } } + return TRUE; } - return TRUE; + return FALSE; } float @@ -1529,7 +1781,7 @@ cAudioManager::GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobil { case WHEEL_STATE_SPINNING: if (gasPedalAudio > 0.4f) - relativeVelChange = (gasPedalAudio - 0.4f) * (5.0f / 3.0f) / (4.0f / 3.0f); + relativeVelChange = (gasPedalAudio - 0.4f) * (5.0f / 3.0f) * 0.75f; break; case WHEEL_STATE_SKIDDING: relativeVelChange = Min(1.0f, Abs(velocityChange) / transmission->fMaxVelocity); @@ -1564,48 +1816,49 @@ cAudioManager::GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automo return Max(relativeVelChange, Min(1.0f, Abs(automobile->m_vecTurnSpeed.z) * 20.0f)); } -void +bool8 cAudioManager::ProcessVehicleHorn(cVehicleParams& params) { - const float SOUND_INTENSITY = 40.0f; + if (params.m_fDistance < SQR(VEHICLE_HORN_MAX_DIST)) { + if (params.m_pVehicle->m_bSirenOrAlarm && UsesSirenSwitching(params.m_nIndex)) + return TRUE; - CAutomobile *automobile; + if (params.m_pVehicle->GetModelIndex() == MI_MRWHOOP) + return TRUE; - if (params.m_fDistance < SQR(SOUND_INTENSITY)) { - automobile = (CAutomobile *)params.m_pVehicle; - if ((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params.m_nIndex)) && automobile->GetModelIndex() != MI_MRWHOOP) { - if (automobile->m_nCarHornTimer) { - if (params.m_pVehicle->GetStatus() != STATUS_PLAYER) { - automobile->m_nCarHornTimer = Min(44, automobile->m_nCarHornTimer); - if (automobile->m_nCarHornTimer == 44) - automobile->m_nCarHornPattern = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7; - if (!HornPattern[automobile->m_nCarHornPattern][44 - automobile->m_nCarHornTimer]) - return; - } + if (params.m_pVehicle->m_nCarHornTimer > 0) { + if (params.m_pVehicle->GetStatus() != STATUS_PLAYER) { + params.m_pVehicle->m_nCarHornTimer = Min(44, params.m_pVehicle->m_nCarHornTimer); + if (params.m_pVehicle->m_nCarHornTimer == 44) + params.m_pVehicle->m_nCarHornPattern = (m_FrameCounter + m_sQueueSample.m_nEntityIndex) & 7; + if (!HornPattern[params.m_pVehicle->m_nCarHornPattern][44 - params.m_pVehicle->m_nCarHornTimer]) + return TRUE; + } - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 4; - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nHornSample; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(80); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 5.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); - } + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(VEHICLE_HORN_VOLUME, VEHICLE_HORN_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 4; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nHornSample; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(VEHICLE_HORN_VOLUME); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 5.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_HORN_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); } } + return TRUE; } + return FALSE; } bool8 @@ -1641,53 +1894,49 @@ cAudioManager::UsesSirenSwitching(uint32 model) bool8 cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams& params) { - const float SOUND_INTENSITY = 110.0f; - - if (params.m_fDistance < SQR(SOUND_INTENSITY)) { + if (params.m_fDistance < SQR(VEHICLE_SIREN_MAX_DIST)) { CVehicle *veh = params.m_pVehicle; - if (veh->m_bSirenOrAlarm == FALSE && !veh->IsAlarmOn()) - return TRUE; - - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 5; - if (UsesSiren(params.m_nIndex)) { - if (params.m_pVehicle->GetStatus() == STATUS_ABANDONED) - return TRUE; - if (veh->m_nCarHornTimer && params.m_nIndex != FIRETRUK) { - m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST; - if (params.m_nIndex == FBICAR) - m_sQueueSample.m_nFrequency = 16113; - else - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SIREN_FAST); - m_sQueueSample.m_nCounter = 60; + if (veh->m_bSirenOrAlarm || veh->IsAlarmOn()) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(VEHICLE_SIREN_VOLUME, VEHICLE_SIREN_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 5; + if (UsesSiren(params.m_nIndex)) { + if (params.m_pVehicle->GetStatus() == STATUS_ABANDONED) + return TRUE; + if (veh->m_nCarHornTimer > 0 && params.m_nIndex != FIRETRUK) { + m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST; + if (params.m_nIndex == FBICAR) + m_sQueueSample.m_nFrequency = 16113; + else + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SIREN_FAST); + m_sQueueSample.m_nCounter = 60; + } else { + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample; + m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency; + } } else { m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample; m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency; } - } else { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmSample; - m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nSirenOrAlarmFrequency; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(VEHICLE_SIREN_VOLUME); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 7.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_SIREN_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); } - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(80); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 7.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 5; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); - return TRUE; - } else - return TRUE; - } else - return FALSE; + } + return TRUE; + } + return FALSE; } bool8 @@ -1699,124 +1948,116 @@ cAudioManager::UsesReverseWarning(uint32 model) bool8 cAudioManager::ProcessVehicleReverseWarning(cVehicleParams& params) { - const float SOUND_INTENSITY = 50.0f; - CVehicle *veh = params.m_pVehicle; - if (params.m_fDistance >= SQR(SOUND_INTENSITY)) - return FALSE; - - if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) { - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 12; - m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(60); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (params.m_fDistance < SQR(VEHICLE_REVERSE_WARNING_MAX_DIST)) { + if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(VEHICLE_REVERSE_WARNING_VOLUME, VEHICLE_REVERSE_WARNING_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 12; + m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex % 1024) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(VEHICLE_REVERSE_WARNING_VOLUME); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_REVERSE_WARNING_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } } + return TRUE; } - return TRUE; + return FALSE; } bool8 cAudioManager::ProcessVehicleDoors(cVehicleParams& params) { - const float SOUND_INTENSITY = 40.0f; - CAutomobile *automobile; int8 doorState; - int32 emittingVol; + uint8 Vol; float velocity; - if (params.m_fDistance >= SQR(SOUND_INTENSITY)) - return FALSE; - - automobile = (CAutomobile *)params.m_pVehicle; - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - for (uint8 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) { - if (automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) { - doorState = automobile->Doors[i].m_nDoorState; - if (doorState == DOORST_OPEN || doorState == DOORST_CLOSED) { - velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel)); - if (velocity > 0.0035f) { - emittingVol = (100.f * velocity * 10.f / 3.f); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = i + 6; - m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000); - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 10; - m_sQueueSample.m_nLoopCount = 1; - SET_EMITTING_VOLUME(emittingVol); - RESET_LOOP_OFFSETS - m_sQueueSample.m_fSpeedMultiplier = 1.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = TRUE; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(TRUE); - AddSampleToRequestedQueue(); + if (params.m_fDistance < SQR(VEHICLE_DOORS_MAX_DIST)) { + automobile = (CAutomobile *)params.m_pVehicle; + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + for (uint8 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) { + if (automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) { + doorState = automobile->Doors[i].m_nDoorState; + if (doorState == DOORST_OPEN || doorState == DOORST_CLOSED) { + velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel)); + if (velocity > 0.0035f) { + Vol = (VEHICLE_DOORS_VOLUME * velocity / 0.3f); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, VEHICLE_DOORS_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = i + 6; + m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000); + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 10; + m_sQueueSample.m_nLoopCount = 1; + SET_EMITTING_VOLUME(Vol); + RESET_LOOP_OFFSETS + m_sQueueSample.m_fSpeedMultiplier = 1.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_DOORS_MAX_DIST; + m_sQueueSample.m_bStatic = TRUE; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(TRUE); + AddSampleToRequestedQueue(); + } } } } } + return TRUE; } - return TRUE; + return FALSE; } bool8 cAudioManager::ProcessAirBrakes(cVehicleParams& params) { CAutomobile *automobile; - uint8 rand; - - if (params.m_fDistance > SQR(30)) - return FALSE; - automobile = (CAutomobile *)params.m_pVehicle; - if (!automobile->bEngineOn) - return TRUE; + uint8 Vol; - if ((automobile->m_fVelocityChangeForAudio < 0.025f || params.m_fVelocityChange >= 0.025f) && - (automobile->m_fVelocityChangeForAudio > -0.025f || params.m_fVelocityChange <= 0.025f)) + if (params.m_fDistance < SQR(AIR_BRAKES_MAX_DIST)) { + automobile = (CAutomobile *)params.m_pVehicle; + if (automobile->bEngineOn && (automobile->m_fVelocityChangeForAudio >= 0.025f && params.m_fVelocityChange < 0.025f || + automobile->m_fVelocityChangeForAudio <= -0.025f && params.m_fVelocityChange > 0.025f)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + Vol = m_anRandomTable[0] % 10 + AIR_BRAKES_VOLUME; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, AIR_BRAKES_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 13; + m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 10; + m_sQueueSample.m_nLoopCount = 1; + SET_EMITTING_VOLUME(Vol); + RESET_LOOP_OFFSETS + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = AIR_BRAKES_MAX_DIST; + m_sQueueSample.m_bStatic = TRUE; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + } return TRUE; - - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - rand = m_anRandomTable[0] % 10 + 70; - m_sQueueSample.m_nVolume = ComputeVolume(rand, 30.0f, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 13; - m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 10; - m_sQueueSample.m_nLoopCount = 1; - SET_EMITTING_VOLUME(rand); - RESET_LOOP_OFFSETS - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 30.0f; - m_sQueueSample.m_bStatic = TRUE; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); } - - return TRUE; + return FALSE; } bool8 @@ -1828,49 +2069,48 @@ cAudioManager::HasAirBrakes(uint32 model) bool8 cAudioManager::ProcessEngineDamage(cVehicleParams& params) { - const int engineDamageIntensity = 40; - CAutomobile *veh; uint8 engineStatus; - uint8 emittingVolume; + uint8 Vol; - if (params.m_fDistance >= SQR(engineDamageIntensity)) - return FALSE; - veh = (CAutomobile *)params.m_pVehicle; - if (veh->bEngineOn) { - engineStatus = veh->Damage.GetEngineStatus(); - if (engineStatus > 250 || engineStatus < 100) - return TRUE; - if (engineStatus < 225) { - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - emittingVolume = 6; - m_sQueueSample.m_nPriority = 7; - m_sQueueSample.m_nFrequency = 40000; - } else { - emittingVolume = 60; - m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; - m_sQueueSample.m_nPriority = 7; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); - } - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, engineDamageIntensity, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 28; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVolume); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = engineDamageIntensity; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (params.m_fDistance < SQR(ENGINE_DAMAGE_MAX_DIST)) { + veh = (CAutomobile *)params.m_pVehicle; + if (veh->bEngineOn) { + engineStatus = veh->Damage.GetEngineStatus(); + if (engineStatus > 250 || engineStatus < 100) + return TRUE; + if (engineStatus >= 225) { + Vol = ENGINE_DAMAGE_ON_FIRE_VOLUME; + m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; + m_sQueueSample.m_nPriority = 7; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); + } else { + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; + Vol = ENGINE_DAMAGE_VOLUME; + m_sQueueSample.m_nPriority = 7; + m_sQueueSample.m_nFrequency = 40000; + } + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, ENGINE_DAMAGE_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 28; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_MaxDistance = ENGINE_DAMAGE_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } } + return TRUE; } - return TRUE; + return FALSE; } bool8 @@ -1878,113 +2118,118 @@ cAudioManager::ProcessCarBombTick(cVehicleParams& params) { CAutomobile *automobile; - if (params.m_fDistance >= SQR(40.f)) - return FALSE; - automobile = (CAutomobile *)params.m_pVehicle; - if (automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) { - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(60, 40.f, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 35; - m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 0; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(60); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = 40.0f; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (params.m_fDistance < SQR(CAR_BOMB_TICK_MAX_DIST)) { + automobile = (CAutomobile *)params.m_pVehicle; + if (automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(CAR_BOMB_TICK_VOLUME, CAR_BOMB_TICK_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 35; + m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(CAR_BOMB_TICK_VOLUME); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_MaxDistance = CAR_BOMB_TICK_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } } + return TRUE; } - return TRUE; + return FALSE; } void cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) { int16 event; - uint8 emittingVol; - float relVol; - float vol; - bool8 noReflections; + uint8 Vol; + float eventRelVol; + float eventVol; + bool8 bLoop; float maxDist; static uint8 WaveIndex = 41; static uint8 GunIndex = 53; - static uint8 iWheelIndex = 82; - static uint8 CrunchOffset = 0; for (uint16 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) { - noReflections = FALSE; + bLoop = FALSE; SET_SOUND_REFLECTION(FALSE); event = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; switch (event) { - case SOUND_CAR_DOOR_CLOSE_BONNET: - case SOUND_CAR_DOOR_CLOSE_BUMPER: - case SOUND_CAR_DOOR_CLOSE_FRONT_LEFT: - case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT: - case SOUND_CAR_DOOR_CLOSE_BACK_LEFT: - case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT: { - const float SOUND_INTENSITY = 50.0f; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[2] % 5 + 122; + case SOUND_CAR_WINDSHIELD_CRACK: + maxDist = SQR(VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST); + m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 68; + Vol = m_anRandomTable[1] % 30 + VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); + m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST; + break; + case SOUND_CAR_DOOR_OPEN_BONNET: + case SOUND_CAR_DOOR_OPEN_BUMPER: + case SOUND_CAR_DOOR_OPEN_FRONT_LEFT: + case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT: + case SOUND_CAR_DOOR_OPEN_BACK_LEFT: + case SOUND_CAR_DOOR_OPEN_BACK_RIGHT: + maxDist = SQR(VEHICLE_ONE_SHOT_DOOR_MAX_DIST); + Vol = m_anRandomTable[1] % (MAX_VOLUME - VEHICLE_ONE_SHOT_DOOR_CLOSE_VOLUME) + VEHICLE_ONE_SHOT_DOOR_CLOSE_VOLUME; switch (aVehicleSettings[params.m_nIndex].m_bDoorType) { case OLD_DOOR: - m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE; + m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN; break; case NEW_DOOR: - m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; + default: + m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN; break; case TRUCK_DOOR: - m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE; + m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN; break; case BUS_DOOR: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break; - default: - m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; - break; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; #ifdef THIS_IS_STUPID - m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; + m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; #else - m_sQueueSample.m_nCounter = event + 22; + m_sQueueSample.m_nCounter = event + 10; #endif m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_DOOR_MAX_DIST; SET_SOUND_REFLECTION(TRUE); break; - } - case SOUND_CAR_DOOR_OPEN_BONNET: - case SOUND_CAR_DOOR_OPEN_BUMPER: - case SOUND_CAR_DOOR_OPEN_FRONT_LEFT: - case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT: - case SOUND_CAR_DOOR_OPEN_BACK_LEFT: - case SOUND_CAR_DOOR_OPEN_BACK_RIGHT: { - const float SOUND_INTENSITY = 50.0f; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[1] % 10 + 117; + case SOUND_CAR_DOOR_CLOSE_BONNET: + case SOUND_CAR_DOOR_CLOSE_BUMPER: + case SOUND_CAR_DOOR_CLOSE_FRONT_LEFT: + case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT: + case SOUND_CAR_DOOR_CLOSE_BACK_LEFT: + case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT: + maxDist = SQR(VEHICLE_ONE_SHOT_DOOR_MAX_DIST); + Vol = m_anRandomTable[2] % (MAX_VOLUME - VEHICLE_ONE_SHOT_DOOR_OPEN_VOLUME) + VEHICLE_ONE_SHOT_DOOR_OPEN_VOLUME; switch (aVehicleSettings[params.m_nIndex].m_bDoorType) { case OLD_DOOR: - m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN; + m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE; break; case NEW_DOOR: default: - m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN; + m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; break; case TRUCK_DOOR: - m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN; + m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE; break; case BUS_DOOR: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; @@ -1992,81 +2237,93 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) } m_sQueueSample.m_nBankIndex = SFX_BANK_0; #ifdef THIS_IS_STUPID - m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; + m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; #else - m_sQueueSample.m_nCounter = event + 10; + m_sQueueSample.m_nCounter = event + 22; #endif m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_DOOR_MAX_DIST; SET_SOUND_REFLECTION(TRUE); break; - } - case SOUND_CAR_WINDSHIELD_CRACK: { - const float SOUND_INTENSITY = 30.0f; - maxDist = SQR(SOUND_INTENSITY); - m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 68; - emittingVol = m_anRandomTable[1] % 30 + 60; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); - m_sQueueSample.m_nPriority = 5; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - } break; - case SOUND_CAR_JUMP: { - const float SOUND_INTENSITY = 35.0f; - emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i])); - maxDist = SQR(SOUND_INTENSITY); - m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iWheelIndex++; - if (iWheelIndex > 85) - iWheelIndex = 82; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - if (params.m_nIndex == RCBANDIT) { - m_sQueueSample.m_nFrequency *= 2; - emittingVol /= 2; - } - m_sQueueSample.m_nPriority = 6; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - break; - } - case SOUND_CAR_ENGINE_START: { - const float SOUND_INTENSITY = 40.0f; - emittingVol = 60; - maxDist = SQR(SOUND_INTENSITY); + case SOUND_CAR_ENGINE_START: + Vol = VEHICLE_ONE_SHOT_CAR_ENGINE_START_VOLUME; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_ENGINE_START_MAX_DIST); m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 33; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER); m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_ENGINE_START_MAX_DIST; SET_SOUND_REFLECTION(TRUE); break; - } - case SOUND_CAR_LIGHT_BREAK: { - const float SOUND_INTENSITY = 30.0f; + case SOUND_WEAPON_HIT_VEHICLE: + m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 34; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); + m_sQueueSample.m_nPriority = 7; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_MAX_DIST); + Vol = m_anRandomTable[3] % 20 + VEHICLE_ONE_SHOT_WEAPON_HIT_VEHICLE_VOLUME; + break; + case SOUND_BOMB_TIMED_ACTIVATED: + case SOUND_55: + case SOUND_BOMB_ONIGNITION_ACTIVATED: + case SOUND_BOMB_TICK: + m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 36; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB); + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_BOMB_ARMED_MAX_DIST; + SET_SOUND_REFLECTION(TRUE); + Vol = VEHICLE_ONE_SHOT_BOMB_ARMED_VOLUME; + maxDist = SQR(VEHICLE_ONE_SHOT_BOMB_ARMED_MAX_DIST); + break; + case SOUND_CAR_LIGHT_BREAK: m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 37; m_sQueueSample.m_nFrequency = 9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10; - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3); m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[4] % 10 + 30; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_WINDSHIELD_CRACK_MAX_DIST); + Vol = m_anRandomTable[4] % 10 + VEHICLE_ONE_SHOT_CAR_LIGHT_BREAK_VOLUME; + break; + case SOUND_PLANE_ON_GROUND: + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 81; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS); + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_PLANE_ON_GROUND_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_PLANE_ON_GROUND_MAX_DIST); + Vol = m_anRandomTable[4] % 25 + VEHICLE_ONE_SHOT_PLANE_ON_GROUND_VOLUME; + break; + case SOUND_CAR_JERK: + m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 87; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3); + m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST); + Vol = m_anRandomTable[1] % 15 + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME; break; - } case SOUND_CAR_HYDRAULIC_1: - case SOUND_CAR_HYDRAULIC_2: { - const float SOUND_INTENSITY = 35.0f; + case SOUND_CAR_HYDRAULIC_2: if (event == SOUND_CAR_HYDRAULIC_1) m_sQueueSample.m_nFrequency = 15600; else @@ -2074,184 +2331,160 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 51; - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3); m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[0] % 15 + 55; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST); + Vol = m_anRandomTable[0] % 15 + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME; break; - } - case SOUND_CAR_HYDRAULIC_3: { - const float SOUND_INTENSITY = 35.0f; + case SOUND_CAR_HYDRAULIC_3: m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 86; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP); m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST; m_sQueueSample.m_nFramesToPlay = 7; - noReflections = TRUE; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[0] % 15 + 55; + bLoop = TRUE; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_HYDRAULIC_MAX_DIST); + Vol = m_anRandomTable[0] % 15 + VEHICLE_ONE_SHOT_CAR_HYDRAULIC_VOLUME; break; - } - case SOUND_CAR_JERK: { - const float SOUND_INTENSITY = 35.0f; - m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION; + case SOUND_WATER_FALL: + m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 87; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); - m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_nCounter = 15; + m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[1] % 15 + 55; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WATER_FALL_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_WATER_FALL_MAX_DIST); + SET_SOUND_REFLECTION(TRUE); + Vol = m_anRandomTable[4] % 20 + VEHICLE_ONE_SHOT_WATER_FALL_VOLUME; break; - } - case SOUND_CAR_SPLASH: { - const float SOUND_INTENSITY = 40.0f; - vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; - if (vol <= 300.f) + case SOUND_CAR_BOMB_TICK: + m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 80; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP); + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_BOMB_TICK_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_BOMB_TICK_MAX_DIST); + SET_SOUND_REFLECTION(TRUE); + Vol = VEHICLE_ONE_SHOT_CAR_BOMB_TICK_VOLUME; + break; + case SOUND_CAR_SPLASH: + eventVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + if (eventVol <= 300) continue; - if (vol > 1200.f) - m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200.0f; - relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300.f) / 900.f; - m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1; + if (eventVol > 1200) + m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200; + eventRelVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300) / (1200 - 300); + m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] % 2) + SFX_BOAT_SPLASH_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = WaveIndex++; if (WaveIndex > 46) WaveIndex = 41; - m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000; + m_sQueueSample.m_nFrequency = (7000 * eventRelVol) + 6000; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - emittingVol = (55.f * relVol); - maxDist = SQR(SOUND_INTENSITY); + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_SPLASH_MAX_DIST; + Vol = (VEHICLE_ONE_SHOT_CAR_SPLASH_VOLUME * eventRelVol); + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_SPLASH_MAX_DIST); break; - } - case SOUND_BOAT_SLOWDOWN: { - const float SOUND_INTENSITY = 50.0f; + case SOUND_BOAT_SLOWDOWN: m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 47; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + RandomDisplacement(600); + m_sQueueSample.m_nFrequency = RandomDisplacement(600) + SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF); m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - emittingVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; - maxDist = SQR(SOUND_INTENSITY); - break; - } - case SOUND_TRAIN_DOOR_CLOSE: - case SOUND_TRAIN_DOOR_OPEN: { - const float SOUND_INTENSITY = 35.0f; - m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 59; - m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025; - m_sQueueSample.m_nPriority = 5; - m_sQueueSample.m_fSpeedMultiplier = 5.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[1] % 20 + 70; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_BOAT_SLOWDOWN_MAX_DIST; + Vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + maxDist = SQR(VEHICLE_ONE_SHOT_BOAT_SLOWDOWN_MAX_DIST); break; - } - case SOUND_CAR_TANK_TURRET_ROTATE: { - const float SOUND_INTENSITY = 40.0f; - vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; - if (vol > 96.0f / 2500.0f) - vol = 96.0f / 2500.0f; - m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET; + case SOUND_CAR_JUMP: + { + static uint8 iWheelIndex = 82; + Vol = Max(VEHICLE_ONE_SHOT_CAR_JUMP_VOLUME, 2 * (100 * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i])); + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_JUMP_MAX_DIST); + m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 79; - m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000; - m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_nCounter = iWheelIndex++; + if (iWheelIndex > 85) + iWheelIndex = 82; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); + if (params.m_nIndex == RCBANDIT) { + m_sQueueSample.m_nFrequency <<= 1; + Vol >>= 1; + } + m_sQueueSample.m_nPriority = 6; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - emittingVol = (37.f * vol * 2500.0f / 96.0f) + 90; - maxDist = SQR(SOUND_INTENSITY); - noReflections = TRUE; - break; - } - case SOUND_CAR_BOMB_TICK: { - const float SOUND_INTENSITY = 30.0f; - m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 80; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - SET_SOUND_REFLECTION(TRUE); - emittingVol = 60; - break; - } - case SOUND_PLANE_ON_GROUND: { - const float SOUND_INTENSITY = 180.0f; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 81; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS); - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[4] % 25 + 75; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_JUMP_MAX_DIST; break; } - case SOUND_WEAPON_SHOT_FIRED: { - const float SOUND_INTENSITY = 120.0f; - emittingVol = m_anRandomTable[2]; - maxDist = SQR(SOUND_INTENSITY); + case SOUND_WEAPON_SHOT_FIRED: + Vol = m_anRandomTable[2]; + maxDist = SQR(VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_MAX_DIST); m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = GunIndex++; - emittingVol = emittingVol % 15 + 65; + Vol = Vol % 15 + VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_VOLUME; if (GunIndex > 58) GunIndex = 53; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_WEAPON_SHOT_FIRED_MAX_DIST; break; - } - case SOUND_WEAPON_HIT_VEHICLE: { - const float SOUND_INTENSITY = 40.0f; - m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1; + case SOUND_TRAIN_DOOR_CLOSE: + case SOUND_TRAIN_DOOR_OPEN: + m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 34; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nPriority = 7; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[3] % 20 + 90; + m_sQueueSample.m_nCounter = 59; + m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025; + m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_fSpeedMultiplier = 5.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_TRAIN_DOOR_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_TRAIN_DOOR_MAX_DIST); + Vol = m_anRandomTable[1] % 20 + VEHICLE_ONE_SHOT_TRAIN_DOOR_VOLUME; break; - } - case SOUND_BOMB_TIMED_ACTIVATED: - case SOUND_55: - case SOUND_BOMB_ONIGNITION_ACTIVATED: - case SOUND_BOMB_TICK: { - const float SOUND_INTENSITY = 50.0f; - m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB; + case SOUND_SPLATTER: + { + static uint8 CrunchOffset = 0; + m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 36; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB); - m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_nCounter = 48; + m_sQueueSample.m_nFrequency = RandomDisplacement(600) + SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1); + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_SPLATTER_MAX_DIST; + CrunchOffset++; + maxDist = SQR(VEHICLE_ONE_SHOT_SPLATTER_MAX_DIST); + Vol = m_anRandomTable[4] % 20 + VEHICLE_ONE_SHOT_SPLATTER_VOLUME; + CrunchOffset %= 2; SET_SOUND_REFLECTION(TRUE); - emittingVol = 50; - maxDist = SQR(SOUND_INTENSITY); break; } + case SOUND_CAR_PED_COLLISION: + eventVol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]); + Vol = (eventVol / 20 * MAX_VOLUME); + if (Vol == 0) + continue; + + m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] % 4) + SFX_FIGHT_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 50; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >> 1; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_PED_COLLISION_MAX_DIST; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_PED_COLLISION_MAX_DIST); + break; case SOUND_PED_HELI_PLAYER_FOUND: { cPedParams pedParams; @@ -2268,61 +2501,30 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) SetupPedComments(pedParams, SOUND_PED_BODYCAST_HIT); continue; } - case SOUND_WATER_FALL: { - const float SOUND_INTENSITY = 40.0f; - m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 15; - m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); - SET_SOUND_REFLECTION(TRUE); - emittingVol = m_anRandomTable[4] % 20 + 90; - break; - } - case SOUND_SPLATTER: { - const float SOUND_INTENSITY = 40.0f; - m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 48; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + RandomDisplacement(600); - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 40.0f; - CrunchOffset++; - maxDist = SQR(SOUND_INTENSITY); - emittingVol = m_anRandomTable[4] % 20 + 55; - CrunchOffset %= 2; - SET_SOUND_REFLECTION(TRUE); - break; - } - case SOUND_CAR_PED_COLLISION: { - const float SOUND_INTENSITY = 40.0f; - vol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]); - emittingVol = (vol / 20.0f * 127.f); - if (!emittingVol) - continue; - - m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1; + case SOUND_CAR_TANK_TURRET_ROTATE: + eventVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + if (eventVol > 96.0f / 2500.0f) + eventVol = 96.0f / 2500.0f; + m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 50; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - maxDist = SQR(SOUND_INTENSITY); + m_sQueueSample.m_nCounter = 79; + m_sQueueSample.m_nFrequency = (3000 * eventVol / (96.0f / 2500.0f)) + 9000; + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_MaxDistance = VEHICLE_ONE_SHOT_CAR_TANK_TURRET_MAX_DIST; + Vol = (37 * eventVol / (96.0f / 2500.0f)) + VEHICLE_ONE_SHOT_CAR_TANK_TURRET_VOLUME; + maxDist = SQR(VEHICLE_ONE_SHOT_CAR_TANK_TURRET_MAX_DIST); + bLoop = TRUE; break; - } default: continue; } if (params.m_fDistance < maxDist) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { - if (noReflections) { + if (bLoop) { m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_bStatic = FALSE; } else { @@ -2330,7 +2532,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_bStatic = TRUE; } SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bReverb = TRUE; m_sQueueSample.m_bIs2D = FALSE; AddSampleToRequestedQueue(); @@ -2342,65 +2544,62 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) bool8 cAudioManager::ProcessTrainNoise(cVehicleParams& params) { - const float SOUND_INTENSITY = 300.0f; - CTrain *train; - uint8 emittingVol; + uint8 Vol; float speedMultipler; - if (params.m_fDistance >= SQR(SOUND_INTENSITY)) - return FALSE; - - if (params.m_fVelocityChange > 0.0f) { - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - train = (CTrain *)params.m_pVehicle; - speedMultipler = Min(1.0f, train->m_fSpeed * 250.f / 51.f); - emittingVol = (75.f * speedMultipler); - if (train->m_fWagonPosition == 0.0f) { - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 32; - m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (params.m_fDistance < SQR(TRAIN_NOISE_FAR_MAX_DIST)){ + if (params.m_fVelocityChange > 0.0f) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + train = (CTrain *)params.m_pVehicle; + speedMultipler = Min(1.0f, train->m_fSpeed * 250.0f / 51.0f); + Vol = (TRAIN_NOISE_VOLUME * speedMultipler); + if (train->m_fWagonPosition == 0.0f) { + m_sQueueSample.m_nVolume = ComputeVolume(Vol, TRAIN_NOISE_FAR_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 32; + m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_MaxDistance = TRAIN_NOISE_FAR_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } } - } - const float SOUND_INTENSITY = 70.0f; - if (params.m_fDistance < SQR(SOUND_INTENSITY)) { - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 33; - m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 5; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (params.m_fDistance < SQR(TRAIN_NOISE_NEAR_MAX_DIST)) { + m_sQueueSample.m_nVolume = ComputeVolume(Vol, TRAIN_NOISE_NEAR_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 33; + m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 6.0f; + m_sQueueSample.m_MaxDistance = TRAIN_NOISE_NEAR_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } } } + return TRUE; } - return TRUE; + return FALSE; } bool8 @@ -2410,32 +2609,30 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) float padRelativeAccerate; float gasPedal; float padAccelerate; - uint8 emittingVol; + uint8 Vol; float oneShotVol; static uint16 LastAccel = 0; static uint8 LastVol = 0; - static const float intensity = 50.0f; - - if (params.m_fDistance < SQR(intensity)) { + if (params.m_fDistance < SQR(BOAT_ENGINE_MAX_DIST)) { boat = (CBoat *)params.m_pVehicle; if (params.m_nIndex == REEFER) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(80, intensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(BOAT_ENGINE_REEFER_IDLE_VOLUME, BOAT_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 39; m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; m_sQueueSample.m_nFrequency = 10386; - m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; + m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(80); + SET_EMITTING_VOLUME(BOAT_ENGINE_REEFER_IDLE_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_MaxDistance = BOAT_ENGINE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 7; m_sQueueSample.m_bReverb = TRUE; @@ -2445,35 +2642,35 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) if (FindPlayerVehicle() == params.m_pVehicle) { padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake()); padRelativeAccerate = padAccelerate / 255.0f; - emittingVol = (100.f * padRelativeAccerate) + 15; - m_sQueueSample.m_nFrequency = (3000.f * padRelativeAccerate) + 6000; + Vol = (BOAT_ENGINE_REEFER_ACCEL_VOLUME_MULT * padRelativeAccerate) + BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME; + m_sQueueSample.m_nFrequency = (3000 * padRelativeAccerate) + 6000; if (!boat->bPropellerInWater) m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10; } else { gasPedal = Abs(boat->m_fGasPedal); if (gasPedal > 0.0f) { - m_sQueueSample.m_nFrequency = 6000; - emittingVol = 15; - } else { - emittingVol = (100.f * gasPedal) + 15; - m_sQueueSample.m_nFrequency = (3000.f * gasPedal) + 6000; + Vol = (BOAT_ENGINE_REEFER_ACCEL_VOLUME_MULT * gasPedal) + BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME; + m_sQueueSample.m_nFrequency = (3000 * gasPedal) + 6000; if (!boat->bPropellerInWater) m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10; + } else { + m_sQueueSample.m_nFrequency = 6000; + Vol = BOAT_ENGINE_REEFER_ACCEL_MIN_VOLUME; } } - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, intensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, BOAT_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 40; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL; - m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; + m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_MaxDistance = BOAT_ENGINE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 7; m_sQueueSample.m_bReverb = TRUE; @@ -2484,7 +2681,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) if (FindPlayerVehicle() == params.m_pVehicle) { padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake()); if (padAccelerate <= 20) { - emittingVol = 45 - 45 * padAccelerate / 40; + Vol = BOAT_ENGINE_LOW_ACCEL_VOLUME - BOAT_ENGINE_LOW_ACCEL_VOLUME * padAccelerate / 40; m_sQueueSample.m_nFrequency = 100 * padAccelerate + 11025; m_sQueueSample.m_nCounter = 39; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE; @@ -2493,43 +2690,43 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) PlayOneShot(m_sQueueSample.m_nEntityIndex, SOUND_BOAT_SLOWDOWN, oneShotVol); } } else { - emittingVol = 105 * padAccelerate / 255 + 15; + Vol = BOAT_ENGINE_HIGH_ACCEL_VOLUME_MULT * padAccelerate / 255 + BOAT_ENGINE_HIGH_ACCEL_MIN_VOLUME; m_sQueueSample.m_nFrequency = 4000 * padAccelerate / 255 + 8000; if (!boat->m_bIsAnchored) m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10; m_sQueueSample.m_nCounter = 40; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL; } - LastVol = emittingVol; + LastVol = Vol; LastAccel = padAccelerate; } else { gasPedal = Abs(boat->m_fGasPedal); if (gasPedal > 0.0f) { - m_sQueueSample.m_nFrequency = 11025; - emittingVol = 45; - m_sQueueSample.m_nCounter = 39; - m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE; - } else { - emittingVol = (105.f * gasPedal) + 15; - m_sQueueSample.m_nFrequency = (4000.f * gasPedal) + 8000; + Vol = (BOAT_ENGINE_HIGH_ACCEL_VOLUME_MULT * gasPedal) + BOAT_ENGINE_HIGH_ACCEL_MIN_VOLUME; + m_sQueueSample.m_nFrequency = (4000 * gasPedal) + 8000; if (!boat->m_bIsAnchored) m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10; m_sQueueSample.m_nCounter = 40; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL; + } else { + m_sQueueSample.m_nFrequency = 11025; + Vol = BOAT_ENGINE_LOW_ACCEL_VOLUME; + m_sQueueSample.m_nCounter = 39; + m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE; } } CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, intensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, BOAT_ENGINE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; + m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_MaxDistance = BOAT_ENGINE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 7; m_sQueueSample.m_bReverb = TRUE; @@ -2546,41 +2743,39 @@ bool8 cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params) { float velocityChange; - int32 vol; + uint8 Vol; float multiplier; - if (params.m_fDistance > SQR(50)) - return FALSE; - - velocityChange = Abs(params.m_fVelocityChange); - if (velocityChange <= 0.0005f && ((CBoat*)params.m_pVehicle)->bBoatInWater) + if (params.m_fDistance < SQR(BOAT_MOVING_OVER_WATER_MAX_DIST)) { + velocityChange = Abs(params.m_fVelocityChange); + if (velocityChange > 0.0005f && ((CBoat*)params.m_pVehicle)->bBoatInWater) { + velocityChange = Min(0.75f, velocityChange); + multiplier = (velocityChange - 0.0005f) / (1499.0f / 2000.0f); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + Vol = (BOAT_MOVING_OVER_WATER_VOLUME * multiplier); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, BOAT_MOVING_OVER_WATER_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 38; + m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = (6050 * multiplier) + 16000; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_MaxDistance = BOAT_MOVING_OVER_WATER_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + } return TRUE; - - velocityChange = Min(0.75f, velocityChange); - multiplier = (velocityChange - 0.0005f) / (1499.0f / 2000.0f); - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - vol = (30.f * multiplier); - m_sQueueSample.m_nVolume = ComputeVolume(vol, 50.f, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 38; - m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(vol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = 50.0f; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); } - - return TRUE; + return FALSE; } struct tHelicopterSampleData { @@ -2588,6 +2783,7 @@ struct tHelicopterSampleData { float m_fBaseDistance; uint8 m_bBaseVolume; }; +static Const tHelicopterSampleData gHeliSfxRanges[3] = {{400, 380, 100}, {100, 70, MAX_VOLUME}, {60, 30, MAX_VOLUME}}; bool8 cAudioManager::ProcessHelicopter(cVehicleParams& params) @@ -2596,46 +2792,46 @@ cAudioManager::ProcessHelicopter(cVehicleParams& params) float MaxDist; float dist; float baseDist; - int32 emittingVol; - static const tHelicopterSampleData gHeliSfxRanges[3] = {{400.f, 380.f, 100}, {100.f, 70.f, MAX_VOLUME}, {60.f, 30.f, MAX_VOLUME}}; + uint8 Vol; - if (SQR(gHeliSfxRanges[0].m_fMaxDistance) <= params.m_fDistance) - return FALSE; - - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - heli = (CHeli *)params.m_pVehicle; - for (uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) { - MaxDist = gHeliSfxRanges[i].m_fMaxDistance; - dist = m_sQueueSample.m_fDistance; - if (dist >= MaxDist) - return TRUE; - baseDist = gHeliSfxRanges[i].m_fBaseDistance; - if (dist < baseDist) - emittingVol = (gHeliSfxRanges[i].m_bBaseVolume * ((MaxDist - dist) / (MaxDist - baseDist))); - else - emittingVol = gHeliSfxRanges[i].m_bBaseVolume; + if (params.m_fDistance < SQR(gHeliSfxRanges[0].m_fMaxDistance)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + heli = (CHeli *)params.m_pVehicle; + for (uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) { + MaxDist = gHeliSfxRanges[i].m_fMaxDistance; + dist = m_sQueueSample.m_fDistance; + if (dist < MaxDist) { + baseDist = gHeliSfxRanges[i].m_fBaseDistance; + if (dist < baseDist) + Vol = gHeliSfxRanges[i].m_bBaseVolume; + else + Vol = (gHeliSfxRanges[i].m_bBaseVolume * ((MaxDist - dist) / (MaxDist - baseDist))); + } else + return TRUE; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, gHeliSfxRanges[i].m_fMaxDistance, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = i + 65; - m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 0; - m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_MaxDistance = gHeliSfxRanges[i].m_fMaxDistance; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, gHeliSfxRanges[i].m_fMaxDistance, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = i + 65; + m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 6.0f; + m_sQueueSample.m_MaxDistance = gHeliSfxRanges[i].m_fMaxDistance; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } } + return TRUE; } - return TRUE; + return FALSE; } void @@ -2670,32 +2866,32 @@ cAudioManager::ProcessJumbo(cVehicleParams& params) CPlane *plane; float position; - if (params.m_fDistance < SQR(440)) { + if (params.m_fDistance < SQR(JUMBO_MAX_DIST)) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); plane = (CPlane *)params.m_pVehicle; DoJumboVolOffset(); position = PlanePathPosition[plane->m_nPlaneId]; - if (position <= TakeOffPoint) { - if (plane->m_fSpeed <= 0.103344f) { - ProcessJumboTaxi(); - return; - } - - ProcessJumboAccel(plane); - } else if (300.0f + TakeOffPoint >= position) { - ProcessJumboTakeOff(plane); - } else if (LandingPoint - 350.0f >= position) { - ProcessJumboFlying(); - } else { - if (position > LandingPoint) { - if (plane->m_fSpeed > 0.103344f) { - ProcessJumboDecel(plane); - return; + if (position > TakeOffPoint) { + if (300.0f + TakeOffPoint < position) { + if (LandingPoint - 350.0f < position) { + if (position > LandingPoint) { + if (plane->m_fSpeed > 0.103344f) + ProcessJumboDecel(plane); + else + ProcessJumboTaxi(); + } + else + ProcessJumboLanding(plane); } + else + ProcessJumboFlying(); + } else + ProcessJumboTakeOff(plane); + } else { + if (plane->m_fSpeed > 0.103344f) + ProcessJumboAccel(plane); + else ProcessJumboTaxi(); - return; - } - ProcessJumboLanding(plane); } } } @@ -2712,27 +2908,25 @@ cAudioManager::ProcessJumboTaxi() void cAudioManager::ProcessJumboAccel(CPlane *plane) { - int32 engineFreq; - int32 vol; - float whineSoundFreq; + uint32 engineFreq; + uint8 vol; float modificator; + float freqMult; if (SetupJumboFlySound(20)) { - modificator = (plane->m_fSpeed - 0.103344f) * 1.6760077f; - if (modificator > 1.0f) - modificator = 1.0f; - if (SetupJumboRumbleSound(MAX_VOLUME * modificator) && SetupJumboTaxiSound((1.0f - modificator) * 75.f)) { - if (modificator < 0.2f) { - whineSoundFreq = modificator * 5.f * 14600.0f + 29500; - vol = modificator * 5.f * MAX_VOLUME; - engineFreq = modificator * 5.f * 6050.f + 16000; - } else { - whineSoundFreq = 44100; + modificator = Min(1.0f, (plane->m_fSpeed - 0.103344f) * 1.6760077f); + if (SetupJumboRumbleSound(MAX_VOLUME * modificator) && SetupJumboTaxiSound((1.0f - modificator) * 75)) { + if (modificator >= 0.2f) { + freqMult = 1; engineFreq = 22050; vol = MAX_VOLUME; + } else { + freqMult = modificator * 5; + vol = freqMult * MAX_VOLUME; + engineFreq = freqMult * 6050 + 16000; } SetupJumboEngineSound(vol, engineFreq); - SetupJumboWhineSound(18, whineSoundFreq); + SetupJumboWhineSound(18, 14600 * freqMult + 29500); } } } @@ -2740,11 +2934,10 @@ cAudioManager::ProcessJumboAccel(CPlane *plane) void cAudioManager::ProcessJumboTakeOff(CPlane *plane) { - const float modificator = (PlanePathPosition[plane->m_nPlaneId] - TakeOffPoint) / 300.f; - - if (SetupJumboFlySound((107.f * modificator) + 20) && SetupJumboRumbleSound(MAX_VOLUME * (1.f - modificator))) { + float modificator = (PlanePathPosition[plane->m_nPlaneId] - TakeOffPoint) / 300; + if (SetupJumboFlySound((107 * modificator) + 20) && SetupJumboRumbleSound(MAX_VOLUME * (1.0f - modificator))) { if (SetupJumboEngineSound(MAX_VOLUME, 22050)) - SetupJumboWhineSound(18.f * (1.f - modificator), 44100); + SetupJumboWhineSound(18 * (1.0f - modificator), 44100); } } @@ -2758,11 +2951,11 @@ cAudioManager::ProcessJumboFlying() void cAudioManager::ProcessJumboLanding(CPlane *plane) { - const float modificator = (LandingPoint - PlanePathPosition[plane->m_nPlaneId]) / 350.f; - if (SetupJumboFlySound(107.f * modificator + 20)) { - if (SetupJumboTaxiSound(75.f * (1.f - modificator))) { + float modificator = (LandingPoint - PlanePathPosition[plane->m_nPlaneId]) / 350; + if (SetupJumboFlySound(107 * modificator + 20)) { + if (SetupJumboTaxiSound(75 * (1.0f - modificator))) { SetupJumboEngineSound(MAX_VOLUME, 22050); - SetupJumboWhineSound(18.f * (1.f - modificator), 14600.f * modificator + 29500); + SetupJumboWhineSound(18 * (1.0f - modificator), 14600 * modificator + 29500); } } } @@ -2771,8 +2964,8 @@ void cAudioManager::ProcessJumboDecel(CPlane *plane) { if (SetupJumboFlySound(20) && SetupJumboTaxiSound(75)) { - const float modificator = Min(1.f, (plane->m_fSpeed - 0.103344f) * 1.6760077f); - SetupJumboEngineSound(MAX_VOLUME * modificator, 6050.f * modificator + 16000); + float modificator = Min(1.0f, (plane->m_fSpeed - 0.103344f) * 1.6760077f); + SetupJumboEngineSound(MAX_VOLUME * modificator, 6050 * modificator + 16000); SetupJumboWhineSound(18, 29500); } } @@ -2780,168 +2973,159 @@ cAudioManager::ProcessJumboDecel(CPlane *plane) bool8 cAudioManager::SetupJumboTaxiSound(uint8 vol) { - const float SOUND_INTENSITY = 180.0f; - if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY) - return FALSE; - - uint8 emittingVol = (vol / 2) + ((vol / 2) * m_sQueueSample.m_fDistance / SOUND_INTENSITY); + if (m_sQueueSample.m_fDistance < JUMBO_ENGINE_SOUND_MAX_DIST) { + uint8 Vol = (vol >> 1) + ((vol >> 1) * m_sQueueSample.m_fDistance / JUMBO_ENGINE_SOUND_MAX_DIST); - if (m_sQueueSample.m_fDistance / SOUND_INTENSITY < 0.7f) - emittingVol -= emittingVol * gJumboVolOffsetPercentage / 100; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_fDistance / JUMBO_ENGINE_SOUND_MAX_DIST < 0.7f) + Vol -= Vol * gJumboVolOffsetPercentage / 100; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_ENGINE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 1; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nFrequency = GetJumboTaxiFreq(); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 4; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 1; + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nFrequency = GetJumboTaxiFreq(); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = JUMBO_ENGINE_SOUND_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + return TRUE; } - return TRUE; + return FALSE; } bool8 -cAudioManager::SetupJumboWhineSound(uint8 emittingVol, uint32 freq) +cAudioManager::SetupJumboWhineSound(uint8 Vol, uint32 freq) { - const float SOUND_INTENSITY = 170.0f; - - if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY) - return FALSE; - - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 2; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nFrequency = freq; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 4; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (m_sQueueSample.m_fDistance < JUMBO_WHINE_SOUND_MAX_DIST) { + m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_WHINE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 2; + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nFrequency = freq; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = JUMBO_WHINE_SOUND_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + return TRUE; } - return TRUE; + return FALSE; } bool8 -cAudioManager::SetupJumboEngineSound(uint8 vol, uint32 freq) +cAudioManager::SetupJumboEngineSound(uint8 Vol, uint32 freq) { - const float SOUND_INTENSITY = 180.0f; - if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY) - return FALSE; - - uint8 emittingVol = vol - gJumboVolOffsetPercentage / 100; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 3; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nFrequency = freq; - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 4; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (m_sQueueSample.m_fDistance < JUMBO_ENGINE_SOUND_MAX_DIST) { + uint8 FinalVol = Vol - gJumboVolOffsetPercentage / 100; + m_sQueueSample.m_nVolume = ComputeVolume(FinalVol, JUMBO_ENGINE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 3; + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nFrequency = freq; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(FinalVol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = JUMBO_ENGINE_SOUND_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + return TRUE; } - return TRUE; + return FALSE; } bool8 -cAudioManager::SetupJumboFlySound(uint8 emittingVol) +cAudioManager::SetupJumboFlySound(uint8 Vol) { - const float SOUND_INTENSITY = 440.0f; - if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY) - return FALSE; - - int32 vol = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - m_sQueueSample.m_nVolume = vol; - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 0; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 5; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); + if (m_sQueueSample.m_fDistance < JUMBO_MAX_DIST) { + m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 0; + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = JUMBO_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } + return TRUE; } - return TRUE; + return FALSE; } bool8 -cAudioManager::SetupJumboRumbleSound(uint8 emittingVol) +cAudioManager::SetupJumboRumbleSound(uint8 Vol) { - const float SOUND_INTENSITY = 240.0f; - if (m_sQueueSample.m_fDistance >= SOUND_INTENSITY) - return FALSE; - - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); - - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 5; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = TRUE; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 12; - m_sQueueSample.m_nPan = 0; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); - m_sQueueSample.m_nCounter = 6; - m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; - m_sQueueSample.m_nFrequency += 200; - m_sQueueSample.m_nPan = 127; - AddSampleToRequestedQueue(); + if (m_sQueueSample.m_fDistance < JUMBO_RUMBLE_SOUND_MAX_DIST) { + m_sQueueSample.m_nVolume = ComputeVolume(Vol, JUMBO_RUMBLE_SOUND_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 5; + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = TRUE; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = JUMBO_RUMBLE_SOUND_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 12; + m_sQueueSample.m_nPan = 0; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + m_sQueueSample.m_nCounter = 6; + m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; + m_sQueueSample.m_nFrequency += 200; + m_sQueueSample.m_nPan = 127; + AddSampleToRequestedQueue(); + } + return TRUE; } - return TRUE; + return FALSE; } int32 cAudioManager::GetJumboTaxiFreq() { - return (60.833f * m_sQueueSample.m_fDistance) + 22050; + return (1.0f / 180 * 10950 * m_sQueueSample.m_fDistance) + 22050; } #pragma endregion Some jumbo crap @@ -2969,47 +3153,46 @@ cAudioManager::ProcessPedHeadphones(cPedParams ¶ms) { CPed *ped; CAutomobile *veh; - uint8 emittingVol; + uint8 Vol; - if (params.m_fDistance < SQR(7)) { + if (params.m_fDistance < SQR(PED_HEADPHONES_MAX_DIST)) { ped = params.m_pPed; - if (!ped->bIsAimingGun || ped->m_bodyPartBleeding != PED_HEAD) { - CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - if (ped->bInVehicle && ped->m_nPedState == PED_DRIVING) { - emittingVol = 10; - veh = (CAutomobile *)ped->m_pMyVehicle; - if (veh && veh->IsCar()) { - for (int32 i = DOOR_FRONT_LEFT; i < ARRAY_SIZE(veh->Doors); i++) { - if (!veh->IsDoorClosed((eDoors)i) || veh->IsDoorMissing((eDoors)i)) { - emittingVol = 42; - break; - } + if (ped->bBodyPartJustCameOff && ped->m_bodyPartBleeding == PED_HEAD) + return; + + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); + if (ped->bInVehicle && ped->m_nPedState == PED_DRIVING) { + Vol = PED_HEADPHONES_IN_CAR_VOLUME; + veh = (CAutomobile *)ped->m_pMyVehicle; + if (veh && veh->IsCar()) { + for (int32 i = DOOR_FRONT_LEFT; i < ARRAY_SIZE(veh->Doors); i++) { + if (!veh->IsDoorClosed((eDoors)i) || veh->IsDoorMissing((eDoors)i)) { + Vol = PED_HEADPHONES_VOLUME; + break; } } - } else { - emittingVol = 42; } + } else + Vol = PED_HEADPHONES_VOLUME; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 7.f, m_sQueueSample.m_fDistance); - if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_nCounter = 64; - m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nPriority = 5; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES); - m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = 7.0f; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 5; - m_sQueueSample.m_bReverb = TRUE; - SET_SOUND_REFLECTION(FALSE); - AddSampleToRequestedQueue(); - } - return; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, PED_HEADPHONES_MAX_DIST, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 64; + m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES); + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(Vol); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = PED_HEADPHONES_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; + m_sQueueSample.m_bReverb = TRUE; + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); } } } @@ -3017,8 +3200,8 @@ cAudioManager::ProcessPedHeadphones(cPedParams ¶ms) void cAudioManager::ProcessPedOneShots(cPedParams ¶ms) { - uint8 emittingVol; - int32 sampleIndex; + uint8 Vol; + uint32 sampleIndex; CPed *ped = params.m_pPed; @@ -3026,7 +3209,11 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) int16 sound; bool8 stereo; CWeapon *weapon; - float maxDist = 0.f; // uninitialized variable +#ifdef FIX_BUGS + float maxDist = 0.0f; // uninitialized variable +#else + float maxDist; +#endif static uint8 iSound = 21; @@ -3037,14 +3224,40 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) SET_SOUND_REFLECTION(FALSE); sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; switch (sound) { + case SOUND_FALL_LAND: + case SOUND_FALL_COLLAPSE: + if (ped->bIsInTheAir) + continue; + maxDist = SQR(PED_ONE_SHOT_FALL_MAX_DIST); + Vol = m_anRandomTable[3] % 20 + PED_ONE_SHOT_FALL_VOLUME; + if (ped->m_nSurfaceTouched == SURFACE_WATER) + m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] % 4) + SFX_FOOTSTEP_WATER_1; + else if (sound == SOUND_FALL_LAND) + m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND; + else + m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_FALL_MAX_DIST; + m_sQueueSample.m_nLoopCount = 1; + RESET_LOOP_OFFSETS + SET_EMITTING_VOLUME(Vol); + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_bStatic = TRUE; + SET_SOUND_REFLECTION(TRUE); + break; case SOUND_STEP_START: case SOUND_STEP_END: if (params.m_pPed->bIsInTheAir) continue; - emittingVol = m_anRandomTable[3] % 15 + 45; + Vol = m_anRandomTable[3] % 15 + PED_ONE_SHOT_STEP_VOLUME; if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity) - emittingVol /= 2; - maxDist = 400.f; + Vol >>= 1; + maxDist = SQR(PED_ONE_SHOT_STEP_MAX_DIST); switch (params.m_pPed->m_nSurfaceTouched) { case SURFACE_GRASS: sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1; @@ -3091,11 +3304,11 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); switch (params.m_pPed->m_nMoveState) { case PEDMOVE_WALK: - emittingVol /= 4; + Vol >>= 2; m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10; break; case PEDMOVE_RUN: - emittingVol /= 2; + Vol >>= 1; m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10; break; case PEDMOVE_SPRINT: @@ -3106,127 +3319,56 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) } m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 20.0f; - m_sQueueSample.m_nLoopCount = 1; - RESET_LOOP_OFFSETS - SET_EMITTING_VOLUME(emittingVol); - m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bStatic = TRUE; - SET_SOUND_REFLECTION(TRUE); - break; - case SOUND_FALL_LAND: - case SOUND_FALL_COLLAPSE: - if (ped->bIsInTheAir) - continue; - maxDist = SQR(30); - emittingVol = m_anRandomTable[3] % 20 + 80; - if (ped->m_nSurfaceTouched == SURFACE_WATER) { - m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1; - } else if (sound == SOUND_FALL_LAND) { - m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND; - } else { - m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL; - } - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 1; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 30.0f; + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_STEP_MAX_DIST; m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; - case SOUND_FIGHT_PUNCH_33: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; - m_sQueueSample.m_nFrequency = 18000; - goto AddFightSound; - case SOUND_FIGHT_KICK_34: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; - m_sQueueSample.m_nFrequency = 16500; - goto AddFightSound; - case SOUND_FIGHT_HEADBUTT_35: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; - m_sQueueSample.m_nFrequency = 20000; - goto AddFightSound; - case SOUND_FIGHT_PUNCH_36: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; - m_sQueueSample.m_nFrequency = 18000; - goto AddFightSound; - case SOUND_FIGHT_PUNCH_37: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; - m_sQueueSample.m_nFrequency = 16500; - goto AddFightSound; - case SOUND_FIGHT_CLOSE_PUNCH_38: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; - m_sQueueSample.m_nFrequency = 20000; - goto AddFightSound; - case SOUND_FIGHT_PUNCH_39: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; - m_sQueueSample.m_nFrequency = 18000; - goto AddFightSound; - case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; - m_sQueueSample.m_nFrequency = 16500; - goto AddFightSound; - case SOUND_FIGHT_PUNCH_41: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; - m_sQueueSample.m_nFrequency = 20000; - goto AddFightSound; - case SOUND_FIGHT_PUNCH_FROM_BEHIND_42: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; - m_sQueueSample.m_nFrequency = 18000; - goto AddFightSound; - case SOUND_FIGHT_KNEE_OR_KICK_43: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; - m_sQueueSample.m_nFrequency = 16500; - goto AddFightSound; - case SOUND_FIGHT_KICK_44: - m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; - m_sQueueSample.m_nFrequency = 20000; - AddFightSound: + case SOUND_WEAPON_AK47_BULLET_ECHO: + case SOUND_WEAPON_UZI_BULLET_ECHO: + case SOUND_WEAPON_M16_BULLET_ECHO: + m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; + m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; - iSound++; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 30.0f; - maxDist = SQR(30); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_BULLET_ECHO_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_BULLET_ECHO_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[3] % 26 + 100; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[4] % 10 + PED_ONE_SHOT_WEAPON_BULLET_ECHO_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; - SET_SOUND_REFLECTION(TRUE); +#ifdef AUDIO_REFLECTIONS + if (m_bDynamicAcousticModelingStatus) + m_sQueueSample.m_bReflections = TRUE; + else +#endif + stereo = TRUE; break; - case SOUND_WEAPON_BAT_ATTACK: - m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; + case SOUND_WEAPON_FLAMETHROWER_FIRE: + m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 30.0f; - maxDist = SQR(30); + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[2] % 20 + 100; - SET_EMITTING_VOLUME(emittingVol); + Vol = PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_VOLUME; + SET_EMITTING_VOLUME(PED_ONE_SHOT_WEAPON_FLAMETHROWER_FIRE_VOLUME); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; -#ifdef AUDIO_REFLECTIONS - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bReflections = TRUE; - else -#endif - stereo = TRUE; break; case SOUND_WEAPON_SHOT_FIRED: weapon = ped->GetWeapon(); @@ -3237,15 +3379,15 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 50.0f; - maxDist = SQR(50); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_COLT45_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_COLT45_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[1] % 10 + 90; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[1] % 10 + PED_ONE_SHOT_WEAPON_COLT45_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; #ifdef AUDIO_REFLECTIONS @@ -3255,41 +3397,46 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) #endif stereo = TRUE; break; - case WEAPONTYPE_UZI: - m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; + case WEAPONTYPE_ROCKETLAUNCHER: + m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[3] % 15 + 70; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[0] % 20 + PED_ONE_SHOT_WEAPON_ROCKETLAUNCHER_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; +#ifdef AUDIO_REFLECTIONS + if (m_bDynamicAcousticModelingStatus) + m_sQueueSample.m_bReflections = TRUE; + else +#endif + stereo = TRUE; break; - case WEAPONTYPE_SHOTGUN: - m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; + case WEAPONTYPE_FLAMETHROWER: + m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound++; - narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nCounter = 9; + Vol = PED_ONE_SHOT_WEAPON_FLAMETHROWER_VOLUME; + m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex % 2048) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT); m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 60.0f; - maxDist = SQR(60); - m_sQueueSample.m_nLoopCount = 1; - RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[2] % 10 + 100; - SET_EMITTING_VOLUME(emittingVol); + m_sQueueSample.m_fSpeedMultiplier = 4.0f; + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_FLAMETHROWER_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_FLAMETHROWER_MAX_DIST); + m_sQueueSample.m_nLoopCount = 0; + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + SET_EMITTING_VOLUME(PED_ONE_SHOT_WEAPON_FLAMETHROWER_VOLUME); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bStatic = TRUE; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 6; #ifdef AUDIO_REFLECTIONS if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bReflections = TRUE; @@ -3303,33 +3450,33 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_AK47_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_AK47_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[1] % 15 + 70; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[1] % 15 + PED_ONE_SHOT_WEAPON_AK47_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; break; - case WEAPONTYPE_M16: - m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT; + case WEAPONTYPE_UZI: + m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_UZI_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_UZI_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[4] % 15 + 70; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[3] % 15 + PED_ONE_SHOT_WEAPON_UZI_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; break; @@ -3339,15 +3486,15 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 60.0f; - maxDist = SQR(60); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_SNIPERRIFLE_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_SNIPERRIFLE_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[4] % 10 + 110; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[4] % 10 + PED_ONE_SHOT_WEAPON_SNIPERRIFLE_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; #ifdef AUDIO_REFLECTIONS @@ -3357,21 +3504,21 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) #endif stereo = TRUE; break; - case WEAPONTYPE_ROCKETLAUNCHER: - m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; + case WEAPONTYPE_SHOTGUN: + m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 90.0f; - maxDist = SQR(90); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_SHOTGUN_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_SHOTGUN_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[0] % 20 + 80; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[2] % 10 + PED_ONE_SHOT_WEAPON_SHOTGUN_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; #ifdef AUDIO_REFLECTIONS @@ -3381,28 +3528,23 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) #endif stereo = TRUE; break; - case WEAPONTYPE_FLAMETHROWER: - m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT; + case WEAPONTYPE_M16: + m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = 9; - emittingVol = 90; - m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex & 2047) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT); + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = TRUE; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = 60.0f; - maxDist = SQR(60); - m_sQueueSample.m_nLoopCount = 0; - SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - SET_EMITTING_VOLUME(90); + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_M16_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_M16_MAX_DIST); + m_sQueueSample.m_nLoopCount = 1; + RESET_LOOP_OFFSETS + Vol = m_anRandomTable[4] % 15 + PED_ONE_SHOT_WEAPON_M16_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bStatic = FALSE; - m_sQueueSample.m_nFramesToPlay = 6; -#ifdef AUDIO_REFLECTIONS - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bReflections = TRUE; - else -#endif - stereo = TRUE; + m_sQueueSample.m_bStatic = TRUE; break; default: continue; @@ -3420,10 +3562,6 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD; m_sQueueSample.m_nFrequency = 39243; break; - case WEAPONTYPE_SHOTGUN: - m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; - m_sQueueSample.m_nFrequency = 30290; - break; case WEAPONTYPE_AK47: m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD); @@ -3432,93 +3570,141 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_RELOAD); break; - case WEAPONTYPE_SNIPERRIFLE: - m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD); + case WEAPONTYPE_SHOTGUN: + m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; + m_sQueueSample.m_nFrequency = 30290; break; case WEAPONTYPE_ROCKETLAUNCHER: m_sQueueSample.m_nSampleIndex = SFX_ROCKET_RELOAD; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_RELOAD); break; + case WEAPONTYPE_SNIPERRIFLE: + m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD); + break; default: continue; } - emittingVol = 75; + Vol = PED_ONE_SHOT_WEAPON_RELOAD_VOLUME; m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency += RandomDisplacement(300); m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 30.0f; - maxDist = SQR(30); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_RELOAD_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_RELOAD_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - SET_EMITTING_VOLUME(75); + SET_EMITTING_VOLUME(PED_ONE_SHOT_WEAPON_RELOAD_VOLUME); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; - case SOUND_WEAPON_AK47_BULLET_ECHO: - case SOUND_WEAPON_UZI_BULLET_ECHO: - case SOUND_WEAPON_M16_BULLET_ECHO: - m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; + case SOUND_WEAPON_HIT_PED: + m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3); + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_WEAPON_HIT_PED_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_WEAPON_HIT_PED_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[4] % 10 + 40; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[0] % 20 + PED_ONE_SHOT_WEAPON_HIT_PED_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; -#ifdef AUDIO_REFLECTIONS - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bReflections = TRUE; - else -#endif - stereo = TRUE; break; - case SOUND_WEAPON_FLAMETHROWER_FIRE: - m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT; + case SOUND_WEAPON_BAT_ATTACK: + m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + narrowSoundRange = TRUE; + m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = 60.0f; - maxDist = SQR(60); + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_PUNCH_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_PUNCH_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = 70; - SET_EMITTING_VOLUME(70); + Vol = m_anRandomTable[2] % 20 + PED_ONE_SHOT_PUNCH_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; +#ifdef AUDIO_REFLECTIONS + if (m_bDynamicAcousticModelingStatus) + m_sQueueSample.m_bReflections = TRUE; + else +#endif + stereo = TRUE; break; - case SOUND_WEAPON_HIT_PED: - m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; + case SOUND_FIGHT_PUNCH_33: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; + m_sQueueSample.m_nFrequency = 18000; + goto AddFightSound; + case SOUND_FIGHT_KICK_34: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; + m_sQueueSample.m_nFrequency = 16500; + goto AddFightSound; + case SOUND_FIGHT_HEADBUTT_35: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; + m_sQueueSample.m_nFrequency = 20000; + goto AddFightSound; + case SOUND_FIGHT_PUNCH_36: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; + m_sQueueSample.m_nFrequency = 18000; + goto AddFightSound; + case SOUND_FIGHT_PUNCH_37: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; + m_sQueueSample.m_nFrequency = 16500; + goto AddFightSound; + case SOUND_FIGHT_CLOSE_PUNCH_38: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; + m_sQueueSample.m_nFrequency = 20000; + goto AddFightSound; + case SOUND_FIGHT_PUNCH_39: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; + m_sQueueSample.m_nFrequency = 18000; + goto AddFightSound; + case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; + m_sQueueSample.m_nFrequency = 16500; + goto AddFightSound; + case SOUND_FIGHT_PUNCH_41: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; + m_sQueueSample.m_nFrequency = 20000; + goto AddFightSound; + case SOUND_FIGHT_PUNCH_FROM_BEHIND_42: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; + m_sQueueSample.m_nFrequency = 18000; + goto AddFightSound; + case SOUND_FIGHT_KNEE_OR_KICK_43: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; + m_sQueueSample.m_nFrequency = 16500; + goto AddFightSound; + case SOUND_FIGHT_KICK_44: + m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; + m_sQueueSample.m_nFrequency = 20000; + AddFightSound: m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound++; + m_sQueueSample.m_nCounter = iSound; narrowSoundRange = TRUE; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); - m_sQueueSample.m_nPriority = 7; + iSound++; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 30.0f; - maxDist = SQR(30); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_PUNCH_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_PUNCH_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[0] % 20 + 90; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[3] % 26 + PED_ONE_SHOT_PUNCH_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; + SET_SOUND_REFLECTION(TRUE); break; case SOUND_SPLASH: m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; @@ -3528,12 +3714,12 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = 40.0f; - maxDist = SQR(40); + m_sQueueSample.m_MaxDistance = PED_ONE_SHOT_SPLASH_MAX_DIST; + maxDist = SQR(PED_ONE_SHOT_SPLASH_MAX_DIST); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS - emittingVol = m_anRandomTable[2] % 30 + 70; - SET_EMITTING_VOLUME(emittingVol); + Vol = m_anRandomTable[2] % 30 + PED_ONE_SHOT_SPLASH_PED_VOLUME; + SET_EMITTING_VOLUME(Vol); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); @@ -3547,28 +3733,28 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) iSound = 21; if (params.m_fDistance < maxDist) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { if (stereo) { if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_MaxDistance) { m_sQueueSample.m_bIs2D = TRUE; m_sQueueSample.m_nPan = 0; - } else { + } else stereo = FALSE; - } } m_sQueueSample.m_bReverb = TRUE; AddSampleToRequestedQueue(); if (stereo) { m_sQueueSample.m_nPan = 127; m_sQueueSample.m_nSampleIndex++; - if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED || - weapon->m_eWeaponType != WEAPONTYPE_FLAMETHROWER) { + if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] == SOUND_WEAPON_SHOT_FIRED && + weapon->m_eWeaponType == WEAPONTYPE_FLAMETHROWER) + m_sQueueSample.m_nCounter++; + else { m_sQueueSample.m_nCounter = iSound++; if (iSound > 60) iSound = 21; - } else - m_sQueueSample.m_nCounter++; + } AddSampleToRequestedQueue(); } } @@ -3580,8 +3766,8 @@ void cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) { CPed *ped = params.m_pPed; - uint8 emittingVol; - float soundIntensity; + uint8 Vol; + float maxDist; tPedComment pedComment; if (ped != nil) { @@ -3602,27 +3788,27 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) break; } - soundIntensity = 50.0f; + maxDist = PED_COMMENT_MAX_DIST; } else { switch (sound) { case SOUND_PED_HELI_PLAYER_FOUND: - soundIntensity = 400.0f; + maxDist = PED_COMMENT_POLICE_HELI_MAX_DIST; pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 29 + SFX_POLICE_HELI_1; break; case SOUND_PED_BODYCAST_HIT: if (CTimer::GetTimeInMilliseconds() <= gNextCryTime) return; - soundIntensity = 50.0f; + maxDist = PED_COMMENT_MAX_DIST; gNextCryTime = CTimer::GetTimeInMilliseconds() + 500; pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 4 + SFX_PLASTER_BLOKE_1; break; case SOUND_INJURED_PED_MALE_OUCH: case SOUND_INJURED_PED_MALE_PRISON: - soundIntensity = 50.0f; + maxDist = PED_COMMENT_MAX_DIST; pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 15 + SFX_GENERIC_MALE_GRUNT_1; break; case SOUND_INJURED_PED_FEMALE: - soundIntensity = 50.0f; + maxDist = PED_COMMENT_MAX_DIST; pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 11 + SFX_GENERIC_FEMALE_GRUNT_1; break; default: @@ -3630,23 +3816,23 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) } } - if (params.m_fDistance < SQR(soundIntensity)) { + if (params.m_fDistance < SQR(maxDist)) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); if (sound != SOUND_PAGER) { switch (sound) { case SOUND_AMMUNATION_WELCOME_1: case SOUND_AMMUNATION_WELCOME_2: case SOUND_AMMUNATION_WELCOME_3: - emittingVol = MAX_VOLUME; + Vol = PED_COMMENT_VOLUME; break; default: if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), m_sQueueSample.m_vecPos, true, false, false, false, false, false)) - emittingVol = MAX_VOLUME; + Vol = PED_COMMENT_VOLUME; else - emittingVol = 31; + Vol = PED_COMMENT_VOLUME_BEHIND_WALL; break; } - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, soundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, maxDist, m_sQueueSample.m_fDistance); pedComment.m_nProcess = 10; if (m_sQueueSample.m_nVolume > 0) { pedComment.m_nEntityIndex = m_sQueueSample.m_nEntityIndex; @@ -3654,7 +3840,7 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) pedComment.m_fDistance = m_sQueueSample.m_fDistance; pedComment.m_nVolume = m_sQueueSample.m_nVolume; #if defined(EXTERNAL_3D_SOUND) && defined(FIX_BUGS) - pedComment.m_nEmittingVolume = emittingVol; + pedComment.m_nEmittingVolume = Vol; #endif m_sPedComments.Add(&pedComment); } @@ -5698,37 +5884,26 @@ uint32 cAudioManager::GetSpecialCharacterTalkSfx(uint32 modelIndex, uint16 sound) { char *modelName = CModelInfo::GetModelInfo(modelIndex)->GetModelName(); - if (!CGeneral::faststricmp(modelName, "eight") || !CGeneral::faststricmp(modelName, "eight2")) { + if (!CGeneral::faststricmp(modelName, "eight") || !CGeneral::faststricmp(modelName, "eight2")) return GetEightBallTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "frankie")) { + if (!CGeneral::faststricmp(modelName, "frankie")) return GetSalvatoreTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "misty")) { + if (!CGeneral::faststricmp(modelName, "misty")) return GetMistyTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "ojg") || !CGeneral::faststricmp(modelName, "ojg_p")) { + if (!CGeneral::faststricmp(modelName, "ojg") || !CGeneral::faststricmp(modelName, "ojg_p")) return GetOldJapTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "cat")) { + if (!CGeneral::faststricmp(modelName, "cat")) return GetCatalinaTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "bomber")) { + if (!CGeneral::faststricmp(modelName, "bomber")) return GetBomberTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "s_guard")) { + if (!CGeneral::faststricmp(modelName, "s_guard")) return GetSecurityGuardTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "chunky")) { + if (!CGeneral::faststricmp(modelName, "chunky")) return GetChunkyTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "asuka")) { + if (!CGeneral::faststricmp(modelName, "asuka")) return GetGenericFemaleTalkSfx(sound); - } - if (!CGeneral::faststricmp(modelName, "maria")) { + if (!CGeneral::faststricmp(modelName, "maria")) return GetGenericFemaleTalkSfx(sound); - } - return GetGenericMaleTalkSfx(sound); } @@ -6096,11 +6271,11 @@ cPedComments::Process() AudioManager.m_sQueueSample.m_nLoopEnd = -1; #endif // !GTA_PS2 #ifdef EXTERNAL_3D_SOUND -#ifdef FIX_BUGS + #ifdef FIX_BUGS AudioManager.m_sQueueSample.m_nEmittingVolume = m_aPedCommentQueue[m_nActiveQueue][m_aPedCommentOrderList[m_nActiveQueue][0]].m_nEmittingVolume; -#else + #else AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME; -#endif // FIX_BUGS + #endif // FIX_BUGS #endif // EXTERNAL_3D_SOUND #ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES // let's disable doppler because if sounds funny as the sound moves @@ -6141,10 +6316,10 @@ cPedComments::Process() case SFX_POLICE_HELI_28: case SFX_POLICE_HELI_29: #endif - AudioManager.m_sQueueSample.m_MaxDistance = 400.0f; + AudioManager.m_sQueueSample.m_MaxDistance = PED_COMMENT_POLICE_HELI_MAX_DIST; break; default: - AudioManager.m_sQueueSample.m_MaxDistance = 50.0f; + AudioManager.m_sQueueSample.m_MaxDistance = PED_COMMENT_MAX_DIST; break; } AudioManager.m_sQueueSample.m_bStatic = TRUE; @@ -6211,10 +6386,9 @@ cPedComments::Process() #pragma endregion All the ped audio code void -cAudioManager::ProcessExplosions(int32 explosion) +cAudioManager::ProcessExplosions(int32 id) { uint8 type; - CVector *pos; float distSquared; for (uint8 i = 0; i < ARRAY_SIZE(gaExplosion); i++) { @@ -6226,29 +6400,29 @@ cAudioManager::ProcessExplosions(int32 explosion) case EXPLOSION_ROCKET: case EXPLOSION_BARREL: case EXPLOSION_TANK_GRENADE: - m_sQueueSample.m_MaxDistance = 400.0f; + m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000; m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; break; - case EXPLOSION_MOLOTOV: - m_sQueueSample.m_MaxDistance = 200.0f; - m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3; - m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000; - m_sQueueSample.m_nPriority = 0; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - break; case EXPLOSION_MINE: case EXPLOSION_HELI_BOMB: - m_sQueueSample.m_MaxDistance = 300.0f; + m_sQueueSample.m_MaxDistance = EXPLOSION_MINE_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347; m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; break; + case EXPLOSION_MOLOTOV: + m_sQueueSample.m_MaxDistance = EXPLOSION_MOLOTOV_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3; + m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000; + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + break; default: - m_sQueueSample.m_MaxDistance = 400.0f; + m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000; if (type == EXPLOSION_HELI) @@ -6257,8 +6431,7 @@ cAudioManager::ProcessExplosions(int32 explosion) m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA; break; } - pos = CExplosion::GetExplosionPosition(i); - m_sQueueSample.m_vecPos = *pos; + m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); @@ -6282,10 +6455,10 @@ cAudioManager::ProcessExplosions(int32 explosion) } void -cAudioManager::ProcessFires(int32) +cAudioManager::ProcessFires(int32 id) { CEntity *entity; - uint8 emittingVol; + uint8 Vol; float distSquared; for (uint8 i = 0; i < NUM_FIRES; i++) { @@ -6294,42 +6467,42 @@ cAudioManager::ProcessFires(int32) if (entity) { switch (entity->GetType()) { case ENTITY_TYPE_BUILDING: - m_sQueueSample.m_MaxDistance = 50.0f; + m_sQueueSample.m_MaxDistance = FIRE_BUILDING_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; - emittingVol = 100; + Vol = FIRE_BUILDING_VOLUME; m_sQueueSample.m_nFrequency = 8 * SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE) / 10; - m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); + m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6); m_sQueueSample.m_nPriority = 6; break; case ENTITY_TYPE_PED: - m_sQueueSample.m_MaxDistance = 25.0f; + m_sQueueSample.m_MaxDistance = FIRE_PED_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE); - emittingVol = 60; - m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); + Vol = FIRE_PED_VOLUME; + m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6); m_sQueueSample.m_nPriority = 10; break; default: - m_sQueueSample.m_MaxDistance = 50.0f; + m_sQueueSample.m_MaxDistance = FIRE_DEFAULT_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); - m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); - emittingVol = 80; + m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6); + Vol = FIRE_DEFAULT_VOLUME; m_sQueueSample.m_nPriority = 8; } } else { - m_sQueueSample.m_MaxDistance = 50.0f; + m_sQueueSample.m_MaxDistance = FIRE_DEFAULT_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); - m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); - emittingVol = 80; + m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency >> 6); + Vol = FIRE_DEFAULT_VOLUME; m_sQueueSample.m_nPriority = 8; } m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos; distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nBankIndex = SFX_BANK_0; @@ -6338,7 +6511,7 @@ cAudioManager::ProcessFires(int32) m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_bStatic = FALSE; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -6350,26 +6523,24 @@ cAudioManager::ProcessFires(int32) } void -cAudioManager::ProcessWaterCannon(int32) +cAudioManager::ProcessWaterCannon(int32 id) { - const float SOUND_INTENSITY = 30.0f; - for (uint32 i = 0; i < NUM_WATERCANNONS; i++) { if (CWaterCannons::aCannons[i].m_nId) { m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur]; float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(SOUND_INTENSITY)) { + if (distSquared < SQR(WATER_CANNON_MAX_DIST)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); #ifdef FIX_BUGS - m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(WATER_CANNON_VOLUME, WATER_CANNON_MAX_DIST, m_sQueueSample.m_fDistance); #else - m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(WATER_CANNON_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); #endif if (m_sQueueSample.m_nVolume > 0) { #ifdef FIX_BUGS - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = WATER_CANNON_MAX_DIST; #else - m_sQueueSample.m_MaxDistance = SQR(SOUND_INTENSITY); + m_sQueueSample.m_MaxDistance = SQR(WATER_CANNON_MAX_DIST); #endif m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; m_sQueueSample.m_nBankIndex = SFX_BANK_0; @@ -6381,7 +6552,7 @@ cAudioManager::ProcessWaterCannon(int32) m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_bStatic = FALSE; - SET_EMITTING_VOLUME(50); + SET_EMITTING_VOLUME(WATER_CANNON_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -6393,9 +6564,6 @@ cAudioManager::ProcessWaterCannon(int32) } #pragma region SCRIPT_OBJECTS -const int SCRIPT_OBJECT_INTENSITY_S = 30; -const int SCRIPT_OBJECT_INTENSITY_L = 80; - void cAudioManager::ProcessScriptObject(int32 id) { @@ -6413,123 +6581,14 @@ void cAudioManager::ProcessOneShotScriptObject(uint8 sound) { CPlayerPed *playerPed; - uint8 emittingVolume; + uint8 Vol; float distSquared; static uint8 iSound = 0; switch (sound) { - case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S: - case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L: - { - cPedParams pedParams; - pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(pedParams, SOUND_INJURED_PED_MALE_OUCH); - return; - } - case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S: - case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L: - { - cPedParams pedParams; - pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(pedParams, SOUND_INJURED_PED_FEMALE); - return; - } - case SCRIPT_SOUND_GATE_START_CLUNK: - case SCRIPT_SOUND_GATE_STOP_CLUNK: - m_sQueueSample.m_MaxDistance = 40.0f; - m_sQueueSample.m_nSampleIndex = SFX_COL_GATE; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - if (sound == SCRIPT_SOUND_GATE_START_CLUNK) - m_sQueueSample.m_nFrequency = 10600; - else - m_sQueueSample.m_nFrequency = 9000; - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = FALSE; - SET_SOUND_REFLECTION(TRUE); - emittingVolume = RandomDisplacement(10) + 50; - break; - case SCRIPT_SOUND_BULLET_HIT_GROUND_1: - case SCRIPT_SOUND_BULLET_HIT_GROUND_2: - case SCRIPT_SOUND_BULLET_HIT_GROUND_3: - m_sQueueSample.m_MaxDistance = 50.0f; - m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nPriority = 9; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = FALSE; - emittingVolume = m_anRandomTable[2] % 20 + 90; - break; - case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1: - case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2: - if (!SampleManager.IsSampleBankLoaded(SFX_BANK_TRAIN)) - return; - m_sQueueSample.m_MaxDistance = 80.0f; - m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE; - m_sQueueSample.m_nBankIndex = SFX_BANK_TRAIN; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE); - m_sQueueSample.m_nPriority = 0; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_bIs2D = FALSE; - break; - case SCRIPT_SOUND_PAYPHONE_RINGING: - m_sQueueSample.m_MaxDistance = 80.0f; - m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - emittingVolume = 80; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING); - m_sQueueSample.m_nPriority = 1; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_bIs2D = FALSE; - SET_SOUND_REFLECTION(FALSE); - break; - case SCRIPT_SOUND_GLASS_BREAK_L: - m_sQueueSample.m_MaxDistance = 60.0f; - m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - emittingVolume = 70; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = FALSE; - break; - case SCRIPT_SOUND_GLASS_BREAK_S: - m_sQueueSample.m_MaxDistance = 60.0f; - m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - emittingVolume = 60; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = FALSE; - break; - case SCRIPT_SOUND_GLASS_CRACK: - m_sQueueSample.m_MaxDistance = 60.0f; - m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - emittingVolume = 70; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = FALSE; - SET_SOUND_REFLECTION(TRUE); - break; - case SCRIPT_SOUND_GLASS_LIGHT_BREAK: - m_sQueueSample.m_MaxDistance = 55.0f; - m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000; - m_sQueueSample.m_nPriority = 9; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_bIs2D = FALSE; - emittingVolume = RandomDisplacement(11) + 25; - break; case SCRIPT_SOUND_BOX_DESTROYED_1: - m_sQueueSample.m_MaxDistance = 60.0f; + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_BOX_DESTROYED_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_WOODEN_BOX_SMASH; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600; @@ -6537,10 +6596,10 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); - emittingVolume = m_anRandomTable[2] % 20 + 80; + Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_BOX_DESTROYED_VOLUME; break; case SCRIPT_SOUND_BOX_DESTROYED_2: - m_sQueueSample.m_MaxDistance = 60.0f; + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_BOX_DESTROYED_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_CARDBOARD_BOX_SMASH; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600; @@ -6548,31 +6607,31 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); - emittingVolume = m_anRandomTable[2] % 20 + 80; + Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_BOX_DESTROYED_VOLUME; break; case SCRIPT_SOUND_METAL_COLLISION: - m_sQueueSample.m_MaxDistance = 60.0f; + m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST; m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 5 + SFX_COL_CAR_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); - emittingVolume = m_anRandomTable[2] % 30 + 70; + Vol = m_anRandomTable[2] % 30 + SCRIPT_OBJECT_METAL_COLLISION_VOLUME; break; case SCRIPT_SOUND_TIRE_COLLISION: - m_sQueueSample.m_MaxDistance = 60.0f; + m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); - emittingVolume = m_anRandomTable[2] % 30 + 60; + Vol = m_anRandomTable[2] % 30 + SCRIPT_OBJECT_TIRE_COLLISION_VOLUME; break; case SCRIPT_SOUND_GUNSHELL_DROP: playerPed = FindPlayerPed(); @@ -6603,21 +6662,130 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000; m_sQueueSample.m_nPriority = 15; } - m_sQueueSample.m_MaxDistance = 20.0f; + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GUNSHELL_MAX_DIST; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; - emittingVolume = m_anRandomTable[2] % 20 + 30; + Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_GUNSHELL_VOLUME; break; case SCRIPT_SOUND_GUNSHELL_DROP_SOFT: m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000; m_sQueueSample.m_nPriority = 18; - m_sQueueSample.m_MaxDistance = 20.0f; + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GUNSHELL_MAX_DIST; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; - emittingVolume = m_anRandomTable[2] % 20 + 30; + Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_GUNSHELL_VOLUME; + break; + case SCRIPT_SOUND_BULLET_HIT_GROUND_1: + case SCRIPT_SOUND_BULLET_HIT_GROUND_2: + case SCRIPT_SOUND_BULLET_HIT_GROUND_3: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_BULLET_HIT_GROUND_MAX_DIST; + m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5); + m_sQueueSample.m_nPriority = 9; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = FALSE; + Vol = m_anRandomTable[2] % 20 + SCRIPT_OBJECT_BULLET_HIT_GROUND_VOLUME; + break; + case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1: + case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2: + if (!SampleManager.IsSampleBankLoaded(SFX_BANK_TRAIN)) + return; + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE; + m_sQueueSample.m_nBankIndex = SFX_BANK_TRAIN; + Vol = SCRIPT_OBJECT_TRAIN_ANNOUNCEMENT_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE); + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_bIs2D = FALSE; + break; + case SCRIPT_SOUND_PAYPHONE_RINGING: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_PAYPHONE_RINGING_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + Vol = SCRIPT_OBJECT_PAYPHONE_RINGING_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING); + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_bIs2D = FALSE; + SET_SOUND_REFLECTION(FALSE); + break; + case SCRIPT_SOUND_GLASS_BREAK_L: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + Vol = SCRIPT_OBJECT_GLASS_BREAK_LONG_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = FALSE; + break; + case SCRIPT_SOUND_GLASS_BREAK_S: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + Vol = SCRIPT_OBJECT_GLASS_BREAK_SHORT_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = FALSE; + break; + case SCRIPT_SOUND_GLASS_CRACK: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_BREAK_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + Vol = SCRIPT_OBJECT_GLASS_BREAK_LONG_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = FALSE; + SET_SOUND_REFLECTION(TRUE); + break; + case SCRIPT_SOUND_GLASS_LIGHT_BREAK: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GLASS_LIGHT_BREAK_MAX_DIST; + m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000; + m_sQueueSample.m_nPriority = 9; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = FALSE; + Vol = RandomDisplacement(11) + SCRIPT_OBJECT_GLASS_LIGHT_BREAK_VOLUME; + break; + case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S: + case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L: + { + cPedParams pedParams; + pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); + SetupPedComments(pedParams, SOUND_INJURED_PED_MALE_OUCH); + return; + } + case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S: + case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L: + { + cPedParams pedParams; + pedParams.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); + SetupPedComments(pedParams, SOUND_INJURED_PED_FEMALE); + return; + } + case SCRIPT_SOUND_GATE_START_CLUNK: + case SCRIPT_SOUND_GATE_STOP_CLUNK: + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_GATE_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_COL_GATE; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + if (sound == SCRIPT_SOUND_GATE_START_CLUNK) + m_sQueueSample.m_nFrequency = 10600; + else + m_sQueueSample.m_nFrequency = 9000; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_bIs2D = FALSE; + SET_SOUND_REFLECTION(TRUE); + Vol = RandomDisplacement(10) + 50; break; default: return; @@ -6626,12 +6794,12 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; - SET_EMITTING_VOLUME(emittingVolume); + SET_EMITTING_VOLUME(Vol); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; AddSampleToRequestedQueue(); @@ -6642,583 +6810,480 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) void cAudioManager::ProcessLoopingScriptObject(uint8 sound) { - uint8 emittingVolume; + uint8 Vol; float distSquared; + float maxDistSquared; switch (sound) { - case SCRIPT_SOUND_PARTY_1_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); - m_sQueueSample.m_nPriority = 3; + case SCRIPT_SOUND_PORN_CINEMA_1_S: + case SCRIPT_SOUND_PORN_CINEMA_1_L: + case SCRIPT_SOUND_PORN_CINEMA_2_S: + case SCRIPT_SOUND_PORN_CINEMA_2_L: + case SCRIPT_SOUND_PORN_CINEMA_3_S: + case SCRIPT_SOUND_PORN_CINEMA_3_L: + case SCRIPT_SOUND_MISTY_SEX_S: + case SCRIPT_SOUND_MISTY_SEX_L: + ProcessPornCinema(sound); + return; + case SCRIPT_SOUND_WORK_SHOP_LOOP_S: + case SCRIPT_SOUND_WORK_SHOP_LOOP_L: + ProcessWorkShopScriptObject(sound); + return; + case SCRIPT_SOUND_SAWMILL_LOOP_S: + case SCRIPT_SOUND_SAWMILL_LOOP_L: + ProcessSawMillScriptObject(sound); + return; + case SCRIPT_SOUND_LAUNDERETTE_LOOP_S: + case SCRIPT_SOUND_LAUNDERETTE_LOOP_L: + ProcessLaunderetteScriptObject(sound); + return; + case SCRIPT_SOUND_SHOP_LOOP_S: + case SCRIPT_SOUND_SHOP_LOOP_L: + ProcessShopScriptObject(sound); + return; + case SCRIPT_SOUND_AIRPORT_LOOP_S: + case SCRIPT_SOUND_AIRPORT_LOOP_L: + ProcessAirportScriptObject(sound); + return; + case SCRIPT_SOUND_CINEMA_LOOP_S: + case SCRIPT_SOUND_CINEMA_LOOP_L: + ProcessCinemaScriptObject(sound); + return; + case SCRIPT_SOUND_DOCKS_LOOP_S: + case SCRIPT_SOUND_DOCKS_LOOP_L: + ProcessDocksScriptObject(sound); + return; + case SCRIPT_SOUND_HOME_LOOP_S: + case SCRIPT_SOUND_HOME_LOOP_L: + ProcessHomeScriptObject(sound); + return; + case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S: + case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L: + ProcessPoliceCellBeatingScriptObject(sound); + return; + case SCRIPT_SOUND_BANK_ALARM_LOOP_L: + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto BankAlarm; + case SCRIPT_SOUND_BANK_ALARM_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +BankAlarm: + m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM; + Vol = SCRIPT_OBJECT_BANK_ALARM_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1); + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + break; + case SCRIPT_SOUND_POLICE_BALL_LOOP_L: + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto PoliceBall; + case SCRIPT_SOUND_POLICE_BALL_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +PoliceBall: + m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1); + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; case SCRIPT_SOUND_PARTY_1_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party1; + case SCRIPT_SOUND_PARTY_1_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party1: m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_2_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_2; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_2_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party2; + case SCRIPT_SOUND_PARTY_2_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party2: m_sQueueSample.m_nSampleIndex = SFX_CLUB_2; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_3_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_3; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_3_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party3; + case SCRIPT_SOUND_PARTY_3_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party3: m_sQueueSample.m_nSampleIndex = SFX_CLUB_3; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_4_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_4; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_4_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party4; + case SCRIPT_SOUND_PARTY_4_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party4: m_sQueueSample.m_nSampleIndex = SFX_CLUB_4; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_5_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_5; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_5_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party5; + case SCRIPT_SOUND_PARTY_5_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party5: m_sQueueSample.m_nSampleIndex = SFX_CLUB_5; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_6_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_6; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_6_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party6; + case SCRIPT_SOUND_PARTY_6_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party6: m_sQueueSample.m_nSampleIndex = SFX_CLUB_6; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_7_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_7; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_7_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party7; + case SCRIPT_SOUND_PARTY_7_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party7: m_sQueueSample.m_nSampleIndex = SFX_CLUB_7; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_8_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_8; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_8_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party8; + case SCRIPT_SOUND_PARTY_8_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party8: m_sQueueSample.m_nSampleIndex = SFX_CLUB_8; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_9_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_9; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_9_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party9; + case SCRIPT_SOUND_PARTY_9_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party9: m_sQueueSample.m_nSampleIndex = SFX_CLUB_9; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_10_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_10; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_10_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party10; + case SCRIPT_SOUND_PARTY_10_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party10: m_sQueueSample.m_nSampleIndex = SFX_CLUB_10; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_11_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_11; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_11_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party11; + case SCRIPT_SOUND_PARTY_11_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party11: m_sQueueSample.m_nSampleIndex = SFX_CLUB_11; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_12_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_12; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_12_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party12; + case SCRIPT_SOUND_PARTY_12_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party12: m_sQueueSample.m_nSampleIndex = SFX_CLUB_12; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_PARTY_13_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_PARTY_13_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party13; + case SCRIPT_SOUND_PARTY_13_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Party13: m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto StripClub1; + case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +StripClub1: m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; + case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L: + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto StripClub2; case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +StripClub2: m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2); + case SCRIPT_SOUND_PARTY_1_LOOP: + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Party1; // BUG? Shouldn't this be Frankie piano? + case SCRIPT_SOUND_FRANKIE_PIANO: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; + m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PIANO_BAR; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_WORK_SHOP_LOOP_S: - case SCRIPT_SOUND_WORK_SHOP_LOOP_L: - ProcessWorkShopScriptObject(sound); - return; - case SCRIPT_SOUND_SAWMILL_LOOP_S: - case SCRIPT_SOUND_SAWMILL_LOOP_L: - ProcessSawMillScriptObject(sound); - return; - case SCRIPT_SOUND_38: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY; - emittingVolume = 110; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY); - m_sQueueSample.m_nPriority = 6; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_39: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + case SCRIPT_SOUND_DOG_FOOD_FACTORY_L: + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto DogFoodFactory; + case SCRIPT_SOUND_DOG_FOOD_FACTORY_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +DogFoodFactory: m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY; - emittingVolume = 110; + Vol = SCRIPT_OBJECT_RESAURANT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY); m_sQueueSample.m_nPriority = 6; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_LAUNDERETTE_LOOP_S: - case SCRIPT_SOUND_LAUNDERETTE_LOOP_L: - ProcessLaunderetteScriptObject(sound); - return; - case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN; - emittingVolume = 110; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_CHINATOWN_RESTAURANT_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto ChinatownRestaurant; + case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +ChinatownRestaurant: m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN; - emittingVolume = 110; + Vol = SCRIPT_OBJECT_RESAURANT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_CIPRIANI_RESAURANT_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY; - emittingVolume = 110; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_CIPRIANI_RESAURANT_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto CiprianiRestaurant; + case SCRIPT_SOUND_CIPRIANI_RESAURANT_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +CiprianiRestaurant: m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY; - emittingVolume = 110; + Vol = SCRIPT_OBJECT_RESAURANT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_46_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1; - emittingVolume = 110; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_47_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto GenericRestaurant1; + case SCRIPT_SOUND_46_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +GenericRestaurant1: m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1; - emittingVolume = 110; + Vol = SCRIPT_OBJECT_RESAURANT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_MARCO_BISTRO_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2; - emittingVolume = 110; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_MARCO_BISTRO_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto GenericRestaurant2; + case SCRIPT_SOUND_MARCO_BISTRO_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +GenericRestaurant2: m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2; - emittingVolume = 110; + Vol = SCRIPT_OBJECT_RESAURANT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_AIRPORT_LOOP_S: - case SCRIPT_SOUND_AIRPORT_LOOP_L: - ProcessAirportScriptObject(sound); - return; - case SCRIPT_SOUND_SHOP_LOOP_S: - case SCRIPT_SOUND_SHOP_LOOP_L: - ProcessShopScriptObject(sound); - return; - case SCRIPT_SOUND_CINEMA_LOOP_S: - case SCRIPT_SOUND_CINEMA_LOOP_L: - ProcessCinemaScriptObject(sound); - return; - case SCRIPT_SOUND_DOCKS_LOOP_S: - case SCRIPT_SOUND_DOCKS_LOOP_L: - ProcessDocksScriptObject(sound); - return; - case SCRIPT_SOUND_HOME_LOOP_S: - case SCRIPT_SOUND_HOME_LOOP_L: - ProcessHomeScriptObject(sound); - return; - case SCRIPT_SOUND_FRANKIE_PIANO: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PIANO_BAR; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_PARTY_1_LOOP: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_PORN_CINEMA_1_S: - case SCRIPT_SOUND_PORN_CINEMA_1_L: - case SCRIPT_SOUND_PORN_CINEMA_2_S: - case SCRIPT_SOUND_PORN_CINEMA_2_L: - case SCRIPT_SOUND_PORN_CINEMA_3_S: - case SCRIPT_SOUND_PORN_CINEMA_3_L: - case SCRIPT_SOUND_MISTY_SEX_S: - case SCRIPT_SOUND_MISTY_SEX_L: - ProcessPornCinema(sound); - return; - case SCRIPT_SOUND_BANK_ALARM_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM; - emittingVolume = 90; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1); - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_BANK_ALARM_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM; - emittingVolume = 90; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1); - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_POLICE_BALL_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1); - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_POLICE_BALL_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; - m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1); - m_sQueueSample.m_nPriority = 2; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; - case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto RaveLoop; + case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +RaveLoop: m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S: - case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L: - ProcessPoliceCellBeatingScriptObject(sound); - return; - case SCRIPT_SOUND_RAVE_1_LOOP_S: - case SCRIPT_SOUND_RAVE_2_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_RAVE_1_LOOP_L: case SCRIPT_SOUND_RAVE_2_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Rave1; + case SCRIPT_SOUND_RAVE_1_LOOP_S: + case SCRIPT_SOUND_RAVE_2_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Rave1: m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; - case SCRIPT_SOUND_RAVE_3_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; - m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN; - m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN; - emittingVolume = MAX_VOLUME; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN); - m_sQueueSample.m_nPriority = 3; - m_sQueueSample.m_nFramesToPlay = 3; - m_sQueueSample.m_fSpeedMultiplier = 2.0f; - break; case SCRIPT_SOUND_RAVE_3_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; + goto Rave3; + case SCRIPT_SOUND_RAVE_3_LOOP_S: + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; +Rave3: m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN; - emittingVolume = MAX_VOLUME; + Vol = SCRIPT_OBJECT_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN); m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; break; case SCRIPT_SOUND_PRETEND_FIRE_LOOP: - m_sQueueSample.m_MaxDistance = 50.0f; + maxDistSquared = SQR(FIRE_DEFAULT_MAX_DIST); + m_sQueueSample.m_MaxDistance = FIRE_DEFAULT_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - emittingVolume = 80; + Vol = FIRE_DEFAULT_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); m_sQueueSample.m_nPriority = 8; m_sQueueSample.m_nFramesToPlay = 10; @@ -7229,16 +7294,16 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_bReverb = TRUE; - SET_EMITTING_VOLUME(emittingVolume); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -7249,59 +7314,69 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) void cAudioManager::ProcessPornCinema(uint8 sound) { - eSfxSample sample; uint32 time; int32 rand; float distSquared; + float maxDistSquared; switch (sound) { case SCRIPT_SOUND_PORN_CINEMA_1_S: case SCRIPT_SOUND_MISTY_SEX_S: m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_1; + maxDistSquared = SQR(PORN_CINEMA_SHORT_MAX_DIST); sample = SFX_PORN_1_GROAN_1; - m_sQueueSample.m_MaxDistance = 20.0f; + m_sQueueSample.m_MaxDistance = PORN_CINEMA_SHORT_MAX_DIST; break; case SCRIPT_SOUND_PORN_CINEMA_1_L: case SCRIPT_SOUND_MISTY_SEX_L: m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_1; + maxDistSquared = SQR(PORN_CINEMA_LONG_MAX_DIST); sample = SFX_PORN_1_GROAN_1; - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + m_sQueueSample.m_MaxDistance = PORN_CINEMA_LONG_MAX_DIST; break; case SCRIPT_SOUND_PORN_CINEMA_2_S: m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_2; + maxDistSquared = SQR(PORN_CINEMA_SHORT_MAX_DIST); sample = SFX_PORN_2_GROAN_1; - m_sQueueSample.m_MaxDistance = 20.0f; + m_sQueueSample.m_MaxDistance = PORN_CINEMA_SHORT_MAX_DIST; break; case SCRIPT_SOUND_PORN_CINEMA_2_L: m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_2; + maxDistSquared = SQR(PORN_CINEMA_LONG_MAX_DIST); sample = SFX_PORN_2_GROAN_1; - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + m_sQueueSample.m_MaxDistance = PORN_CINEMA_LONG_MAX_DIST; break; case SCRIPT_SOUND_PORN_CINEMA_3_S: m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_3; - m_sQueueSample.m_MaxDistance = 20.0f; + maxDistSquared = SQR(PORN_CINEMA_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = PORN_CINEMA_SHORT_MAX_DIST; sample = SFX_PORN_3_GROAN_1; break; case SCRIPT_SOUND_PORN_CINEMA_3_L: m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_3; - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(PORN_CINEMA_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = PORN_CINEMA_LONG_MAX_DIST; sample = SFX_PORN_3_GROAN_1; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); if (sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) { - m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(PORN_CINEMA_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nCounter = 0; @@ -7310,7 +7385,7 @@ cAudioManager::ProcessPornCinema(uint8 sound) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(MAX_VOLUME); + SET_EMITTING_VOLUME(PORN_CINEMA_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7320,12 +7395,12 @@ cAudioManager::ProcessPornCinema(uint8 sound) time = CTimer::GetTimeInMilliseconds(); if (time > gPornNextTime) { - m_sQueueSample.m_nVolume = ComputeVolume(90, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(PORN_CINEMA_MOAN_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { rand = m_anRandomTable[1] & 1; m_sQueueSample.m_nSampleIndex = rand + sample; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nCounter = rand + 1; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 1; @@ -7333,7 +7408,7 @@ cAudioManager::ProcessPornCinema(uint8 sound) m_sQueueSample.m_nPriority = 6; m_sQueueSample.m_fSpeedMultiplier = 0.0f; #ifdef FIX_BUGS - SET_EMITTING_VOLUME(90); + SET_EMITTING_VOLUME(PORN_CINEMA_MOAN_VOLUME); #endif RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; @@ -7349,19 +7424,25 @@ void cAudioManager::ProcessWorkShopScriptObject(uint8 sound) { float distSquared; + float maxDistSquared; switch (sound) { case SCRIPT_SOUND_WORK_SHOP_LOOP_S: case SCRIPT_SOUND_WORK_SHOP_LOOP_L: - m_sQueueSample.m_MaxDistance = 20.0f; + maxDistSquared = SQR(WORK_SHOP_MAX_DIST); + m_sQueueSample.m_MaxDistance = WORK_SHOP_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(WORK_SHOP_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_WORKSHOP; @@ -7372,7 +7453,7 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(30); + SET_EMITTING_VOLUME(WORK_SHOP_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7384,22 +7465,27 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound) void cAudioManager::ProcessSawMillScriptObject(uint8 sound) { - uint32 time; float distSquared; + float maxDistSquared; switch (sound) { case SCRIPT_SOUND_SAWMILL_LOOP_S: case SCRIPT_SOUND_SAWMILL_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(SAWMILL_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SAWMILL; @@ -7410,7 +7496,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(30); + SET_EMITTING_VOLUME(SAWMILL_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7418,7 +7504,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound) } time = CTimer::GetTimeInMilliseconds(); if (time > gSawMillNextTime) { - m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(SAWMILL_CUT_WOOD_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SAWMILL; @@ -7430,7 +7516,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound) m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; #ifdef FIX_BUGS - SET_EMITTING_VOLUME(70); + SET_EMITTING_VOLUME(SAWMILL_CUT_WOOD_VOLUME); #endif RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; @@ -7445,18 +7531,25 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound) void cAudioManager::ProcessLaunderetteScriptObject(uint8 sound) { + float maxDistSquared; + switch (sound) { case SCRIPT_SOUND_LAUNDERETTE_LOOP_S: case SCRIPT_SOUND_LAUNDERETTE_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(45, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(LAUNDERETTE_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_LAUNDERETTE; @@ -7467,13 +7560,13 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(45); + SET_EMITTING_VOLUME(LAUNDERETTE_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); } - m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(LAUNDERETTE_SONG_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_LAUNDERETTE; @@ -7484,7 +7577,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(110); + SET_EMITTING_VOLUME(LAUNDERETTE_SONG_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7499,19 +7592,25 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) uint32 time; int32 rand; float distSquared; + float maxDistSquared; switch (sound) { case SCRIPT_SOUND_SHOP_LOOP_S: case SCRIPT_SOUND_SHOP_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(SHOP_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SHOP; @@ -7522,7 +7621,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(30); + SET_EMITTING_VOLUME(SHOP_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7530,7 +7629,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) } time = CTimer::GetTimeInMilliseconds(); if (time > gShopNextTime) { - m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(SHOP_TILL_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { rand = m_anRandomTable[1] & 1; m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1; @@ -7542,7 +7641,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(70); + SET_EMITTING_VOLUME(SHOP_TILL_VOLUME); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7556,24 +7655,31 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) void cAudioManager::ProcessAirportScriptObject(uint8 sound) { + float maxDistSquared; static uint8 iSound = 0; uint32 time = CTimer::GetTimeInMilliseconds(); if (time > gAirportNextTime) { switch (sound) { case SCRIPT_SOUND_AIRPORT_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; case SCRIPT_SOUND_AIRPORT_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(AIRPORT_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_AIRPORT; @@ -7584,7 +7690,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound) m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(110); + SET_EMITTING_VOLUME(AIRPORT_VOLUME); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7598,7 +7704,8 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound) void cAudioManager::ProcessCinemaScriptObject(uint8 sound) { - uint8 rand; + float maxDistSquared; + uint8 Vol; static uint8 iSound = 0; @@ -7606,31 +7713,37 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound) if (time > gCinemaNextTime) { switch (sound) { case SCRIPT_SOUND_CINEMA_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; case SCRIPT_SOUND_CINEMA_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - rand = m_anRandomTable[0] % 90 + 30; - m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + Vol = m_anRandomTable[0] % 90 + CINEMA_VOLUME; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CINEMA; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(rand); + SET_EMITTING_VOLUME(Vol); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7645,8 +7758,9 @@ void cAudioManager::ProcessDocksScriptObject(uint8 sound) { uint32 time; - uint8 rand; + uint8 Vol; float distSquared; + float maxDistSquared; static uint8 iSound = 0; @@ -7654,31 +7768,37 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound) if (time > gDocksNextTime) { switch (sound) { case SCRIPT_SOUND_DOCKS_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; case SCRIPT_SOUND_DOCKS_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - rand = m_anRandomTable[0] % 60 + 40; - m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + Vol = m_anRandomTable[0] % 60 + DOCKS_VOLUME; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOCKS; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3); m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - SET_EMITTING_VOLUME(rand); + SET_EMITTING_VOLUME(Vol); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7692,8 +7812,9 @@ void cAudioManager::ProcessHomeScriptObject(uint8 sound) { uint32 time; - uint8 rand; + uint8 Vol; float dist; + float maxDistSquared; static uint8 iSound = 0; @@ -7701,31 +7822,37 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound) if (time > gHomeNextTime) { switch (sound) { case SCRIPT_SOUND_HOME_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; case SCRIPT_SOUND_HOME_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } dist = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (dist < SQR(m_sQueueSample.m_MaxDistance)) { + if (dist < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(dist); - rand = m_anRandomTable[0] % 30 + 40; - m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + Vol = m_anRandomTable[0] % 30 + HOME_VOLUME; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_HOME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - SET_EMITTING_VOLUME(rand); + SET_EMITTING_VOLUME(Vol); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(TRUE); @@ -7740,43 +7867,50 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound) { uint32 time = CTimer::GetTimeInMilliseconds(); int32 sampleIndex; - uint8 emittingVol; + uint8 Vol; float distSquared; + float maxDistSquared; static uint8 iSound = 0; if (time > gCellNextTime) { switch (sound) { case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_S; + maxDistSquared = SQR(SCRIPT_OBJECT_SHORT_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST; break; case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L: - m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_INTENSITY_L; + maxDistSquared = SQR(SCRIPT_OBJECT_LONG_MAX_DIST); + m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_LONG_MAX_DIST; break; default: +#ifdef FIX_BUGS return; +#else + break; +#endif } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { + if (distSquared < maxDistSquared) { m_sQueueSample.m_fDistance = Sqrt(distSquared); if (m_FrameCounter & 1) sampleIndex = (m_anRandomTable[1] & 3) + SFX_FIGHT_1; else sampleIndex = (m_anRandomTable[3] & 1) + SFX_BAT_HIT_LEFT; m_sQueueSample.m_nSampleIndex = sampleIndex; - emittingVol = m_anRandomTable[0] % 50 + 55; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + Vol = m_anRandomTable[0] % 50 + POLICE_CELL_BEATING_VOLUME; + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); RESET_LOOP_OFFSETS m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); @@ -7795,31 +7929,31 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound) void cAudioManager::ProcessWeather(int32 id) { - uint8 vol; + uint8 Vol; static uint8 iSound = 0; if (m_asAudioEntities[id].m_AudioEvents > 0 && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) { - if (m_asAudioEntities[id].m_afVolume[0] < 10.f) { + if (m_asAudioEntities[id].m_afVolume[0] < 10) { m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000; - vol = (m_asAudioEntities[id].m_afVolume[0] * 10.0f * 0.1f); - vol += 35; + Vol = (m_asAudioEntities[id].m_afVolume[0] * 10.0f * 0.1f); + Vol += 35; } else { m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1; m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000; - vol = ((m_asAudioEntities[id].m_afVolume[0] - 10.0f) * 10.0f * 0.1f); - vol += 40; + Vol = ((m_asAudioEntities[id].m_afVolume[0] - 10.0f) * 10.0f * 0.1f); + Vol += 40; } - m_sQueueSample.m_nVolume = vol; + m_sQueueSample.m_nVolume = Vol; if (TheCamera.SoundDistUp < 20.0f) - m_sQueueSample.m_nVolume <<= 1; + m_sQueueSample.m_nVolume >>= 1; if (iSound == 4) iSound = 0; m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nPriority = 0; - m_sQueueSample.m_nPan = (m_anRandomTable[2] & 15) + 55; + m_sQueueSample.m_nPan = (m_anRandomTable[2] % 16) + 55; m_sQueueSample.m_bIs2D = TRUE; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; @@ -7868,72 +8002,12 @@ cAudioManager::ProcessFrontEnd() processedMission = FALSE; frontendBank = 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; - break; - 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: - // TODO: ps2 code - m_sQueueSample.m_nSampleIndex = SFX_PAGER; - 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; + case SOUND_FRONTEND_RADIO_TURN_OFF: + case SOUND_FRONTEND_RADIO_CHANGE: + m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK; break; - case SOUND_PART_MISSION_COMPLETE: - m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE; - processedMission = TRUE; + case SOUND_HUD: + m_sQueueSample.m_nSampleIndex = SFX_INFO; break; case SOUND_FRONTEND_MENU_STARTING: m_sQueueSample.m_nSampleIndex = SFX_START_BUTTON_LEFT; @@ -7977,12 +8051,72 @@ cAudioManager::ProcessFrontEnd() frontendBank = TRUE; stereo = TRUE; break; - case SOUND_FRONTEND_RADIO_TURN_OFF: - case SOUND_FRONTEND_RADIO_CHANGE: - m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK; + case SOUND_RACE_START_GO: + m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE; break; - case SOUND_HUD: - m_sQueueSample.m_nSampleIndex = SFX_INFO; + case SOUND_PART_MISSION_COMPLETE: + m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE; + processedMission = 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_PAGER: + // TODO: ps2 code + m_sQueueSample.m_nSampleIndex = SFX_PAGER; + break; + case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM: + m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE; + break; + case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM: + m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER; + 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_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_PICKUP_ERROR: + m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT; + processedPickup = TRUE; + stereo = TRUE; + 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; default: continue; @@ -7999,17 +8133,16 @@ cAudioManager::ProcessFrontEnd() } sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; - if (sample == SFX_RAIN) { + if (sample == SFX_RAIN) m_sQueueSample.m_nFrequency = 28509; - } else if (sample == SFX_PICKUP_1_LEFT) { + 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 + m_sQueueSample.m_nFrequency = 32000; + } else m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - } - m_sQueueSample.m_nVolume = 110; + m_sQueueSample.m_nVolume = FRONTEND_VOLUME; m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; @@ -8040,16 +8173,15 @@ cAudioManager::ProcessCrane() CCrane *crane = (CCrane *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity; float distSquared; bool8 distCalculated = FALSE; - static const int intensity = 80; if (crane) { if (crane->m_nCraneStatus == CCrane::ACTIVATED) { if (crane->m_nCraneState != CCrane::IDLE) { m_sQueueSample.m_vecPos = crane->m_pCraneEntity->GetPosition(); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(intensity)) { + if (distSquared < SQR(CRANE_MAX_DIST)) { CalculateDistance(distCalculated, distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(100, 80.f, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(CRANE_VOLUME, CRANE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET; @@ -8058,10 +8190,10 @@ cAudioManager::ProcessCrane() m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nFrequency = 6000; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(100); + SET_EMITTING_VOLUME(CRANE_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_MaxDistance = CRANE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_bReverb = TRUE; @@ -8087,32 +8219,29 @@ cAudioManager::ProcessCrane() void cAudioManager::ProcessProjectiles() { - const int rocketLauncherIntensity = 90; - const int molotovIntensity = 30; - const int molotovVolume = 50; - uint8 emittingVol; + uint8 Vol; for (uint8 i = 0; i < NUM_PROJECTILES; i++) { if (CProjectileInfo::GetProjectileInfo(i)->m_bInUse) { switch (CProjectileInfo::GetProjectileInfo(i)->m_eWeaponType) { case WEAPONTYPE_ROCKETLAUNCHER: - emittingVol = MAX_VOLUME; - m_sQueueSample.m_MaxDistance = rocketLauncherIntensity; + Vol = PROJECTILE_ROCKET_VOLUME; + m_sQueueSample.m_MaxDistance = PROJECTILE_ROCKET_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY); m_sQueueSample.m_nPriority = 3; break; case WEAPONTYPE_MOLOTOV: - emittingVol = molotovVolume; - m_sQueueSample.m_MaxDistance = molotovIntensity; + Vol = PROJECTILE_MOLOTOV_VOLUME; + m_sQueueSample.m_MaxDistance = PROJECTILE_MOLOTOV_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25; m_sQueueSample.m_nPriority = 7; break; default: - return; + continue; } m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_nFramesToPlay = 3; @@ -8120,12 +8249,12 @@ cAudioManager::ProcessProjectiles() float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = i; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(emittingVol); + SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_bReverb = TRUE; @@ -8140,8 +8269,6 @@ cAudioManager::ProcessProjectiles() void cAudioManager::ProcessGarages() { - const float SOUND_INTENSITY = 80.0f; - CEntity *entity; uint8 state; uint32 sampleIndex; @@ -8164,12 +8291,11 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_vecPos = entity->GetPosition(); distCalculated = FALSE; distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(SOUND_INTENSITY)) { + if (distSquared < SQR(GARAGES_MAX_DIST)) { state = CGarages::aGarages[i].m_eGarageState; - // while is here just to exit prematurely and avoid goto - while (state == GS_OPENING || state == GS_CLOSING || state == GS_AFTERDROPOFF) { + if (state == GS_OPENING || state == GS_CLOSING || state == GS_AFTERDROPOFF) { CalculateDistance(distCalculated, distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(90, SOUND_INTENSITY, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(GARAGES_VOLUME, GARAGES_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) { if (CGarages::aGarages[i].m_eGarageState == GS_AFTERDROPOFF) { @@ -8179,14 +8305,15 @@ cAudioManager::ProcessGarages() else sampleIndex = m_anRandomTable[2] % 6 + SFX_COL_CAR_PANEL_1; m_sQueueSample.m_nSampleIndex = sampleIndex; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2; - m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >> 1; + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nCounter = iSound++; if (iSound < 32) iSound = 32; - } else break; // premature exit to go straight to the for loop + } else + goto CheckGarageEvents; // premature exit to go straight to the for loop } else { m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; m_sQueueSample.m_nFrequency = 6543; @@ -8209,24 +8336,24 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nPriority = 3; - SET_EMITTING_VOLUME(90); + SET_EMITTING_VOLUME(GARAGES_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = GARAGES_MAX_DIST; m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); } - break; } } +CheckGarageEvents: for (j = 0; j < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; j++) { switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[j]) { case SOUND_GARAGE_DOOR_CLOSED: case SOUND_GARAGE_DOOR_OPENED: - if (distSquared < SQR(SOUND_INTENSITY)) { + if (distSquared < SQR(GARAGES_MAX_DIST)) { CalculateDistance(distCalculated, distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(GARAGES_DOOR_VOLUME, GARAGES_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) { m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; @@ -8240,9 +8367,9 @@ cAudioManager::ProcessGarages() } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nPriority = 4; - SET_EMITTING_VOLUME(60); + SET_EMITTING_VOLUME(GARAGES_DOOR_VOLUME); m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = GARAGES_MAX_DIST; m_sQueueSample.m_bReverb = TRUE; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_bStatic = TRUE; @@ -8268,13 +8395,12 @@ cAudioManager::ProcessFireHydrant() { float distSquared; bool8 distCalculated = FALSE; - static const int intensity = 35; - m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition(); + m_sQueueSample.m_vecPos = ((CParticleObject*)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition(); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(intensity)) { + if (distSquared < SQR(FIRE_HYDRANT_MAX_DIST)) { CalculateDistance(distCalculated, distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(40, 35.f, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(FIRE_HYDRANT_VOLUME, FIRE_HYDRANT_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; @@ -8283,10 +8409,10 @@ cAudioManager::ProcessFireHydrant() m_sQueueSample.m_nPriority = 4; m_sQueueSample.m_nFrequency = 15591; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(40); + SET_EMITTING_VOLUME(FIRE_HYDRANT_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_MaxDistance = FIRE_HYDRANT_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_bReverb = TRUE; @@ -8297,8 +8423,6 @@ cAudioManager::ProcessFireHydrant() } #pragma region BRIDGE -const int bridgeIntensity = 400; - void cAudioManager::ProcessBridge() { @@ -8308,7 +8432,7 @@ cAudioManager::ProcessBridge() if (CBridge::pLiftRoad) { m_sQueueSample.m_vecPos = CBridge::pLiftRoad->GetPosition(); dist = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (dist < SQR(450.0f)) { + if (dist < SQR(BRIDGE_MAX_DIST)) { CalculateDistance(distCalculated, dist); switch (CBridge::State) { case STATE_BRIDGE_LOCKED: @@ -8332,8 +8456,11 @@ cAudioManager::ProcessBridge() void cAudioManager::ProcessBridgeWarning() { - if (CStats::CommercialPassed && m_sQueueSample.m_fDistance < 450.f) { - m_sQueueSample.m_nVolume = ComputeVolume(100, 450.f, m_sQueueSample.m_fDistance); + if (!CStats::CommercialPassed) + return; + + if (m_sQueueSample.m_fDistance < BRIDGE_MAX_DIST) { + m_sQueueSample.m_nVolume = ComputeVolume(BRIDGE_WARNING_VOLUME, BRIDGE_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING; @@ -8342,10 +8469,10 @@ cAudioManager::ProcessBridgeWarning() m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING); m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(100); + SET_EMITTING_VOLUME(BRIDGE_WARNING_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = 450.0f; + m_sQueueSample.m_MaxDistance = BRIDGE_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 8; m_sQueueSample.m_bReverb = FALSE; @@ -8358,8 +8485,8 @@ cAudioManager::ProcessBridgeWarning() void cAudioManager::ProcessBridgeMotor() { - if (m_sQueueSample.m_fDistance < bridgeIntensity) { - m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_fDistance < BRIDGE_MOTOR_MAX_DIST) { + m_sQueueSample.m_nVolume = ComputeVolume(BRIDGE_MOTOR_VOLUME, BRIDGE_MOTOR_MAX_DIST, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name @@ -8368,10 +8495,10 @@ cAudioManager::ProcessBridgeMotor() m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = 5500; m_sQueueSample.m_nLoopCount = 0; - SET_EMITTING_VOLUME(MAX_VOLUME); + SET_EMITTING_VOLUME(BRIDGE_MOTOR_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = bridgeIntensity; + m_sQueueSample.m_MaxDistance = BRIDGE_MOTOR_MAX_DIST; m_sQueueSample.m_bStatic = FALSE; m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_bReverb = FALSE; @@ -8383,18 +8510,24 @@ cAudioManager::ProcessBridgeMotor() void cAudioManager::ProcessBridgeOneShots() { - if (CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP) + float maxDist; + + if (CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP) { + maxDist = BRIDGE_MOTOR_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; - else if (CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) + } else if (CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) { + maxDist = BRIDGE_MOTOR_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; - else if (CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) + } else if (CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) { + maxDist = BRIDGE_MOTOR_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; - else if (CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP) + } else if (CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP) { + maxDist = BRIDGE_MOTOR_MAX_DIST; m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; - else return; + } else return; - if (m_sQueueSample.m_fDistance < bridgeIntensity) { - m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance); + if (m_sQueueSample.m_fDistance < maxDist) { + m_sQueueSample.m_nVolume = ComputeVolume(BRIDGE_MOTOR_VOLUME, maxDist, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nBankIndex = SFX_BANK_0; @@ -8402,10 +8535,10 @@ cAudioManager::ProcessBridgeOneShots() m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopCount = 1; - SET_EMITTING_VOLUME(MAX_VOLUME); + SET_EMITTING_VOLUME(BRIDGE_MOTOR_VOLUME); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_MaxDistance = bridgeIntensity; + m_sQueueSample.m_MaxDistance = maxDist; m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_bReverb = FALSE; SET_SOUND_REFLECTION(FALSE); @@ -8420,10 +8553,10 @@ bool8 g_bMissionAudioLoadFailed; struct MissionAudioData { const char *m_pName; - int32 m_nId; + uint32 m_nId; }; -const MissionAudioData MissionAudioNameSfxAssoc[] = { +Const MissionAudioData MissionAudioNameSfxAssoc[] = { {"lib_a1", STREAMED_SOUND_MISSION_LIB_A1}, {"lib_a2", STREAMED_SOUND_MISSION_LIB_A2}, {"lib_a", STREAMED_SOUND_MISSION_LIB_A}, {"lib_b", STREAMED_SOUND_MISSION_LIB_B}, {"lib_c", STREAMED_SOUND_MISSION_LIB_C}, {"lib_d", STREAMED_SOUND_MISSION_LIB_D}, {"l2_a", STREAMED_SOUND_MISSION_L2_A}, {"j4t_1", STREAMED_SOUND_MISSION_J4T_1}, {"j4t_2", STREAMED_SOUND_MISSION_J4T_2}, @@ -8459,7 +8592,7 @@ const MissionAudioData MissionAudioNameSfxAssoc[] = { {"t3_a", STREAMED_SOUND_MISSION_T3_A}, {"t3_b", STREAMED_SOUND_MISSION_T3_B}, {"t3_c", STREAMED_SOUND_MISSION_T3_C}, {"k1_b", STREAMED_SOUND_MISSION_K1_B}, {"c_1", STREAMED_SOUND_MISSION_CAT1}, {nil, 0}}; -int32 +uint32 FindMissionAudioSfx(const char *name) { for (uint32 i = 0; MissionAudioNameSfxAssoc[i].m_pName != nil; i++) { @@ -8496,7 +8629,7 @@ void cAudioManager::PreloadMissionAudio(Const char *name) { if (m_bIsInitialised) { - int32 missionAudioSfx = FindMissionAudioSfx(name); + uint32 missionAudioSfx = FindMissionAudioSfx(name); if (missionAudioSfx != NO_SAMPLE) { m_nMissionAudioSampleIndex = missionAudioSfx; m_nMissionAudioLoadingStatus = LOADING_STATUS_NOT_LOADED; @@ -8543,7 +8676,7 @@ cAudioManager::IsMissionAudioSampleFinished() if (m_bIsInitialised) return m_nMissionAudioPlayStatus == PLAY_STATUS_FINISHED; - static int32 cPretendFrame = 1; + static uint32 cPretendFrame = 1; return (cPretendFrame++ & 63) == 0; } @@ -8566,7 +8699,7 @@ void cAudioManager::ProcessMissionAudio() { float dist; - uint8 emittingVol; + uint8 Vol; uint8 pan; float distSquared; CVector vec; @@ -8575,116 +8708,114 @@ cAudioManager::ProcessMissionAudio() static uint8 nFramesUntilFailedLoad = 0; static uint8 nFramesForPretendPlaying = 0; - if (!m_bIsInitialised) return; - if (m_nMissionAudioSampleIndex == NO_SAMPLE) return; - - switch (m_nMissionAudioLoadingStatus) { - case LOADING_STATUS_NOT_LOADED: - SampleManager.PreloadStreamedFile(m_nMissionAudioSampleIndex, 1); - m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED; - nFramesUntilFailedLoad = 0; - break; - case LOADING_STATUS_LOADED: - if (!m_bIsMissionAudioAllowedToPlay) - return; - if (g_bMissionAudioLoadFailed) { - if (m_bTimerJustReset) { - ClearMissionAudio(); - SampleManager.StopStreamedFile(1); + if (m_bIsInitialised && m_nMissionAudioSampleIndex != NO_SAMPLE) { + switch (m_nMissionAudioLoadingStatus) { + case LOADING_STATUS_NOT_LOADED: + SampleManager.PreloadStreamedFile(m_nMissionAudioSampleIndex, 1); + m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED; + nFramesUntilFailedLoad = 0; + break; + case LOADING_STATUS_FAILED: + if (++nFramesUntilFailedLoad >= 90) { nFramesForPretendPlaying = 0; - nCheckPlayingDelay = 0; + g_bMissionAudioLoadFailed = TRUE; nFramesUntilFailedLoad = 0; - } else if (!m_bIsPaused) { - if (++nFramesForPretendPlaying < 120) { - m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING; - } else { - m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED; - m_nMissionAudioSampleIndex = NO_SAMPLE; + m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED; + } + return; + default: + return; + case LOADING_STATUS_LOADED: + if (!m_bIsMissionAudioAllowedToPlay) + break; + if (g_bMissionAudioLoadFailed) { + if (m_bTimerJustReset) { + ClearMissionAudio(); + SampleManager.StopStreamedFile(1); + nFramesForPretendPlaying = 0; + nCheckPlayingDelay = 0; + nFramesUntilFailedLoad = 0; + } else if (!m_bIsPaused) { + if (++nFramesForPretendPlaying >= 120) { + m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED; + m_nMissionAudioSampleIndex = NO_SAMPLE; + } else + m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING; } + break; } - break; - } - switch (m_nMissionAudioPlayStatus) { - case PLAY_STATUS_STOPPED: - if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) { - SetMissionScriptPoliceAudio(m_nMissionAudioSampleIndex); - } else { - if (m_bIsPaused) - SampleManager.PauseStream(TRUE, 1); - if (m_bIsMissionAudio2D) { - SampleManager.SetStreamedVolumeAndPan(80, 63, TRUE, 1); - } else { - distSquared = GetDistanceSquared(m_vecMissionAudioPosition); - if (distSquared >= SQR(50.0f)) { - emittingVol = 0; - pan = 63; + switch (m_nMissionAudioPlayStatus) { + case PLAY_STATUS_STOPPED: + if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) + SetMissionScriptPoliceAudio(m_nMissionAudioSampleIndex); + else { + if (m_bIsPaused) + SampleManager.PauseStream(TRUE, 1); + if (m_bIsMissionAudio2D) { + SampleManager.SetStreamedVolumeAndPan(MISSION_AUDIO_VOLUME, 63, TRUE, 1); } else { - dist = Sqrt(distSquared); - emittingVol = ComputeVolume(80, 50.0f, dist); - TranslateEntity(&m_vecMissionAudioPosition, &vec); - pan = ComputePan(50.f, &vec); + distSquared = GetDistanceSquared(m_vecMissionAudioPosition); + if (distSquared < SQR(MISSION_AUDIO_MAX_DIST)) { + dist = Sqrt(distSquared); + Vol = ComputeVolume(MISSION_AUDIO_VOLUME, MISSION_AUDIO_MAX_DIST, dist); + TranslateEntity(&m_vecMissionAudioPosition, &vec); + pan = ComputePan(MISSION_AUDIO_MAX_DIST, &vec); + } else { + Vol = 0; + pan = 63; + } + SampleManager.SetStreamedVolumeAndPan(Vol, pan, TRUE, 1); } - SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, TRUE, 1); + SampleManager.StartPreloadedStreamedFile(1); } - SampleManager.StartPreloadedStreamedFile(1); - } - m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING; - nCheckPlayingDelay = 30; - break; - case PLAY_STATUS_PLAYING: - if (m_bTimerJustReset) { - ClearMissionAudio(); - SampleManager.StopStreamedFile(1); + m_nMissionAudioPlayStatus = PLAY_STATUS_PLAYING; + nCheckPlayingDelay = 30; break; - } - if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) { - if (!m_bIsPaused) { - if (nCheckPlayingDelay > 0) { - nCheckPlayingDelay--; - } else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED || m_nMissionAudioFramesToPlay-- == 0) { + case PLAY_STATUS_PLAYING: + if (m_bTimerJustReset) { + ClearMissionAudio(); + SampleManager.StopStreamedFile(1); + return; + } + if (MissionScriptAudioUsesPoliceChannel(m_nMissionAudioSampleIndex)) { + if (!m_bIsPaused) { + if (nCheckPlayingDelay > 0) { + nCheckPlayingDelay--; + } else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED || m_nMissionAudioFramesToPlay-- == 0) { + m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED; + m_nMissionAudioSampleIndex = NO_SAMPLE; + SampleManager.StopStreamedFile(1); + m_nMissionAudioFramesToPlay = 0; + } + } + } else if (m_bIsMissionAudioPlaying) { + if (!SampleManager.IsStreamPlaying(1) && !m_bIsPaused && !m_bWasPaused) { m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED; m_nMissionAudioSampleIndex = NO_SAMPLE; SampleManager.StopStreamedFile(1); m_nMissionAudioFramesToPlay = 0; + } else { + if (m_bIsPaused) + SampleManager.PauseStream(TRUE, 1); + else + SampleManager.PauseStream(FALSE, 1); } - } - } else if (m_bIsMissionAudioPlaying) { - if (SampleManager.IsStreamPlaying(1) || m_bIsPaused || m_bWasPaused) { - if (m_bIsPaused) - SampleManager.PauseStream(TRUE, 1); - else - SampleManager.PauseStream(FALSE, 1); } else { - m_nMissionAudioPlayStatus = PLAY_STATUS_FINISHED; - m_nMissionAudioSampleIndex = NO_SAMPLE; - SampleManager.StopStreamedFile(1); - m_nMissionAudioFramesToPlay = 0; - } - } else { - if (m_bIsPaused) - break; - if (nCheckPlayingDelay--) { - if (!SampleManager.IsStreamPlaying(1)) + if (m_bIsPaused) break; - nCheckPlayingDelay = 0; + if (nCheckPlayingDelay-- > 0) { + if (!SampleManager.IsStreamPlaying(1)) + break; + nCheckPlayingDelay = 0; + } + m_bIsMissionAudioPlaying = TRUE; } - m_bIsMissionAudioPlaying = TRUE; + break; + default: + break; } break; - default: - break; - } - break; - case LOADING_STATUS_FAILED: - if (++nFramesUntilFailedLoad >= 90) { - nFramesForPretendPlaying = 0; - g_bMissionAudioLoadFailed = TRUE; - nFramesUntilFailedLoad = 0; - m_nMissionAudioLoadingStatus = LOADING_STATUS_LOADED; } - break; - default: - break; } } #pragma endregion All the mission audio stuff diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index b115195d..ec96f84d 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -86,7 +86,7 @@ cAudioManager::Terminate() for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) { m_asAudioEntities[i].m_bIsUsed = FALSE; - m_aAudioEntityOrderList[i] = ARRAY_SIZE(m_aAudioEntityOrderList); + m_aAudioEntityOrderList[i] = NUM_AUDIOENTITIES; } m_nAudioEntitiesCount = 0; @@ -838,9 +838,9 @@ cAudioManager::AddReleasingSounds() if (sample.m_nSampleIndex >= SAMPLEBANK_PED_START && sample.m_nSampleIndex <= SAMPLEBANK_PED_END) { // check if it's ped comment uint8 vol; if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), sample.m_vecPos, true, false, false, false, false, false)) - vol = MAX_VOLUME; + vol = PED_COMMENT_VOLUME; else - vol = 31; + vol = PED_COMMENT_VOLUME_BEHIND_WALL; #ifdef EXTERNAL_3D_SOUND sample.m_nEmittingVolume = vol; #endif @@ -856,7 +856,7 @@ cAudioManager::AddReleasingSounds() if (sample.m_nEmittingVolumeChange > 0) sample.m_nEmittingVolumeChange = volumeDiff * sample.m_nEmittingVolumeChange; #endif - sample.m_nVolume = Min(127, newVolume); + sample.m_nVolume = Min(MAX_VOLUME, newVolume); } } if (sample.m_nVolume == 0) @@ -1030,7 +1030,7 @@ cAudioManager::ProcessActiveQueues() vol = Clamp2((int8)sample.m_nVolume, (int8)m_asActiveSamples[j].m_nVolume, 10); m_asActiveSamples[j].m_nVolume = vol; } - SampleManager.SetChannelVolume(j, m_bDoubleVolume ? 2 * Min(63, vol) : vol); + SampleManager.SetChannelVolume(j, m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume); #endif TranslateEntity(&sample.m_vecPos, &position); #ifdef EXTERNAL_3D_SOUND diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index 01f7bb23..7b3526e7 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -335,7 +335,7 @@ public: float GetDistanceSquared(const CVector &v); void CalculateDistance(bool8 &condition, float dist); void ProcessSpecial(); - void ProcessEntity(int32 sound); + void ProcessEntity(int32 id); void ProcessPhysical(int32 id); // vehicles @@ -355,7 +355,7 @@ public: bool8 ProcessVehicleSkidding(cVehicleParams ¶ms); float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange); float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange); // inlined on PS2 - void ProcessVehicleHorn(cVehicleParams ¶ms); + bool8 ProcessVehicleHorn(cVehicleParams ¶ms); bool8 UsesSiren(uint32 model); // inlined on PS2 bool8 UsesSirenSwitching(uint32 model); // inlined on PS2 bool8 ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); @@ -473,9 +473,9 @@ public: uint32 GetGenericFemaleTalkSfx(uint16 sound); // particles - void ProcessExplosions(int32 explosion); - void ProcessFires(int32 entity); - void ProcessWaterCannon(int32); + void ProcessExplosions(int32 id); + void ProcessFires(int32 id); + void ProcessWaterCannon(int32 id); // script objects void ProcessScriptObject(int32 id); // inlined on PS2 @@ -576,3 +576,10 @@ static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error"); #endif extern cAudioManager AudioManager; + +enum +{ + PED_COMMENT_VOLUME = 127, + PED_COMMENT_VOLUME_BEHIND_WALL = 31, + COLLISION_MAX_DIST = 60, +}; diff --git a/src/audio/PolRadio.cpp b/src/audio/PolRadio.cpp index 205f3411..2dce3dae 100644 --- a/src/audio/PolRadio.cpp +++ b/src/audio/PolRadio.cpp @@ -156,13 +156,13 @@ cAudioManager::ServicePoliceRadio() return; #endif wantedLevel = FindPlayerPed()->m_pWanted->GetWantedLevel(); - if(!crimeReport) { - if(wantedLevel != 0) { - if(nLastSeen != 0) { + if (!crimeReport) { + if (wantedLevel != 0) { + if (nLastSeen != 0) { #ifdef FIX_BUGS nLastSeen -= CTimer::GetLogicalFramesPassed(); #else - --nLastSeen; + nLastSeen--; #endif } else { nLastSeen = m_anRandomTable[1] % 1000 + 2000; @@ -179,12 +179,12 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel) { bool8 processed = FALSE; uint32 sample; - int32 freq; + uint32 freq; static int cWait = 0; static bool8 bChannelOpen = FALSE; static uint8 bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_STOPPED; - static int32 PoliceChannelFreq = 5500; + static uint32 PoliceChannelFreq = 5500; if (!m_bIsInitialised) return; @@ -364,170 +364,170 @@ cAudioManager::SetupCrimeReport() return TRUE; } -void -cAudioManager::SetupSuspectLastSeenReport() -{ - CVehicle *veh; - uint8 color1; - int32 main_color; - int32 sample; - - int32 color_pre_modifier; - int32 color_post_modifier; - - const int32 gCarColourTable[][3] = { - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLACK, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_WHITE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_BRIGHT, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, SFX_POLICE_RADIO_GREY}, +Const uint32 gCarColourTable[][3] = { + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLACK, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_WHITE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_BRIGHT, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, SFX_POLICE_RADIO_GREY}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, SFX_POLICE_RADIO_BLUE}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, SFX_POLICE_RADIO_BLUE}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, SFX_POLICE_RADIO_GREY}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, SFX_POLICE_RADIO_GREY}, #else - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, #else - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, #endif - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, #ifdef FIX_BUGS - {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, #else - {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, + {TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES}, #endif - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, - {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES} - }; + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}, + {SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES} +}; + +void +cAudioManager::SetupSuspectLastSeenReport() +{ + CVehicle *veh; + uint8 color1; + uint32 main_color; + uint32 sample; + + uint32 color_pre_modifier; + uint32 color_post_modifier; if (MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE) { veh = FindPlayerVehicle(); @@ -713,8 +713,8 @@ cAudioManager::PlaySuspectLastSeen(float x, float y, float z) float halfY; float quarterX; float quarterY; - int32 sample; - bool8 processed = false; + uint32 sample; + bool8 processed = FALSE; CVector vec = CVector(x, y, z); if (!m_bIsInitialised) return; diff --git a/src/audio/sampman.h b/src/audio/sampman.h index 16e1a1bb..667e11ff 100644 --- a/src/audio/sampman.h +++ b/src/audio/sampman.h @@ -6,10 +6,10 @@ #define MAX_FREQ DIGITALRATE struct tSample { - int32 nOffset; + uint32 nOffset; uint32 nSize; - int32 nFrequency; - int32 nLoopStart; + uint32 nFrequency; + uint32 nLoopStart; int32 nLoopEnd; }; @@ -188,8 +188,8 @@ public: int32 _GetPedCommentSlot(uint32 nComment); - int32 GetSampleBaseFrequency (uint32 nSample); - int32 GetSampleLoopStartOffset(uint32 nSample); + uint32 GetSampleBaseFrequency (uint32 nSample); + uint32 GetSampleLoopStartOffset(uint32 nSample); int32 GetSampleLoopEndOffset (uint32 nSample); uint32 GetSampleLength (uint32 nSample); diff --git a/src/audio/sampman_miles.cpp b/src/audio/sampman_miles.cpp index 71ff00ee..8178d0ca 100644 --- a/src/audio/sampman_miles.cpp +++ b/src/audio/sampman_miles.cpp @@ -1619,13 +1619,13 @@ cSampleManager::GetBankContainingSound(uint32 offset) return INVALID_SFX_BANK; } -int32 +uint32 cSampleManager::GetSampleBaseFrequency(uint32 nSample) { return m_aSamples[nSample].nFrequency; } -int32 +uint32 cSampleManager::GetSampleLoopStartOffset(uint32 nSample) { return m_aSamples[nSample].nLoopStart; diff --git a/src/audio/sampman_null.cpp b/src/audio/sampman_null.cpp index 6d16e286..4b604da4 100644 --- a/src/audio/sampman_null.cpp +++ b/src/audio/sampman_null.cpp @@ -179,14 +179,14 @@ cSampleManager::GetBankContainingSound(uint32 offset) return INVALID_SFX_BANK; } -int32 +uint32 cSampleManager::GetSampleBaseFrequency(uint32 nSample) { ASSERT( nSample < TOTAL_AUDIO_SAMPLES ); return 0; } -int32 +uint32 cSampleManager::GetSampleLoopStartOffset(uint32 nSample) { ASSERT( nSample < TOTAL_AUDIO_SAMPLES ); diff --git a/src/audio/sampman_oal.cpp b/src/audio/sampman_oal.cpp index b8a3ed3d..132266ec 100644 --- a/src/audio/sampman_oal.cpp +++ b/src/audio/sampman_oal.cpp @@ -1327,14 +1327,14 @@ cSampleManager::GetBankContainingSound(uint32 offset) return INVALID_SFX_BANK; } -int32 +uint32 cSampleManager::GetSampleBaseFrequency(uint32 nSample) { ASSERT( nSample < TOTAL_AUDIO_SAMPLES ); return m_aSamples[nSample].nFrequency; } -int32 +uint32 cSampleManager::GetSampleLoopStartOffset(uint32 nSample) { ASSERT( nSample < TOTAL_AUDIO_SAMPLES ); diff --git a/src/audio/soundlist.h b/src/audio/soundlist.h index 4bbc3dde..5f3f752e 100644 --- a/src/audio/soundlist.h +++ b/src/audio/soundlist.h @@ -212,8 +212,8 @@ enum eScriptSounds { SCRIPT_SOUND_WORK_SHOP_LOOP_L, SCRIPT_SOUND_SAWMILL_LOOP_S, SCRIPT_SOUND_SAWMILL_LOOP_L, - SCRIPT_SOUND_38, - SCRIPT_SOUND_39, + SCRIPT_SOUND_DOG_FOOD_FACTORY_S, + SCRIPT_SOUND_DOG_FOOD_FACTORY_L, SCRIPT_SOUND_LAUNDERETTE_LOOP_S, SCRIPT_SOUND_LAUNDERETTE_LOOP_L, SCRIPT_SOUND_CHINATOWN_RESTAURANT_S, |