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|
#include "common.h"
#include "AudioManager.h"
#include "audio_enums.h"
#include "AudioScriptObject.h"
#include "MusicManager.h"
#include "Timer.h"
#include "DMAudio.h"
#include "sampman.h"
#include "Camera.h"
#include "World.h"
#include "ZoneCull.h"
cAudioManager AudioManager;
#define SPEED_OF_SOUND 343.f
#define TIME_SPENT 30
cAudioManager::cAudioManager()
{
m_bIsInitialised = FALSE;
m_bIsSurround = TRUE;
m_nChannelOffset = 0;
m_fSpeedOfSound = SPEED_OF_SOUND / TIME_SPENT;
m_nTimeSpent = TIME_SPENT;
m_nActiveSamples = NUM_CHANNELS_GENERIC;
m_nActiveQueue = 1;
ClearRequestedQueue();
m_nActiveQueue = 0;
ClearRequestedQueue();
ClearActiveSamples();
GenerateIntegerRandomNumberTable();
m_bDoubleVolume = FALSE;
#ifdef AUDIO_REFLECTIONS
m_bDynamicAcousticModelingStatus = TRUE;
#endif
for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) {
m_asAudioEntities[i].m_bIsUsed = FALSE;
m_aAudioEntityOrderList[i] = NUM_AUDIOENTITIES;
}
m_nAudioEntitiesCount = 0;
m_FrameCounter = 0;
m_bReduceReleasingPriority = FALSE;
m_bTimerJustReset = FALSE;
m_nTimer = 0;
}
cAudioManager::~cAudioManager()
{
if (m_bIsInitialised)
Terminate();
}
void
cAudioManager::Initialise()
{
if (!m_bIsInitialised) {
PreInitialiseGameSpecificSetup();
m_bIsInitialised = SampleManager.Initialise();
if (m_bIsInitialised) {
#ifdef EXTERNAL_3D_SOUND
m_nActiveSamples = SampleManager.GetMaximumSupportedChannels();
if (m_nActiveSamples <= 1) {
Terminate();
} else {
m_nActiveSamples--;
#else
{
m_nActiveSamples = NUM_CHANNELS_GENERIC;
#endif
PostInitialiseGameSpecificSetup();
InitialisePoliceRadioZones();
InitialisePoliceRadio();
MusicManager.Initialise();
}
}
}
}
void
cAudioManager::Terminate()
{
if (m_bIsInitialised) {
MusicManager.Terminate();
for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) {
m_asAudioEntities[i].m_bIsUsed = FALSE;
m_aAudioEntityOrderList[i] = ARRAY_SIZE(m_aAudioEntityOrderList);
}
m_nAudioEntitiesCount = 0;
m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
PreTerminateGameSpecificShutdown();
for (uint32 i = 0; i < MAX_SFX_BANKS; i++) {
if (SampleManager.IsSampleBankLoaded(i))
SampleManager.UnloadSampleBank(i);
}
SampleManager.Terminate();
m_bIsInitialised = FALSE;
PostTerminateGameSpecificShutdown();
}
}
void
cAudioManager::Service()
{
GenerateIntegerRandomNumberTable();
if (m_bTimerJustReset) {
ResetAudioLogicTimers(m_nTimer);
MusicManager.ResetTimers(m_nTimer);
m_bTimerJustReset = FALSE;
}
if (m_bIsInitialised) {
m_bWasPaused = m_bIsPaused;
m_bIsPaused = CTimer::GetIsUserPaused();
#ifdef AUDIO_REFLECTIONS
UpdateReflections();
#endif
ServiceSoundEffects();
MusicManager.Service();
}
}
int32
cAudioManager::CreateEntity(eAudioType type, void *entity)
{
if (!m_bIsInitialised)
return AEHANDLE_ERROR_NOAUDIOSYS;
if (!entity)
return AEHANDLE_ERROR_NOENTITY;
if (type >= TOTAL_AUDIO_TYPES)
return AEHANDLE_ERROR_BADAUDIOTYPE;
#ifdef FIX_BUGS
// since sound could still play after entity deletion let's make sure we don't override one that is in use
// find all the free entity IDs that are being used by queued samples
int32 stillUsedEntities[NUM_CHANNELS_GENERIC * NUM_SOUND_QUEUES];
uint32 stillUsedEntitiesCount = 0;
for (uint8 i = 0; i < NUM_SOUND_QUEUES; i++)
for (uint8 j = 0; j < m_nRequestedCount[i]; j++) {
tSound &sound = m_aRequestedQueue[i][m_aRequestedOrderList[i][j]];
if (sound.m_nEntityIndex < 0) continue;
if (!m_asAudioEntities[sound.m_nEntityIndex].m_bIsUsed) {
bool found = false;
for (uint8 k = 0; k < stillUsedEntitiesCount; k++) {
if (stillUsedEntities[k] == sound.m_nEntityIndex) {
found = true;
break;
}
}
if (!found)
stillUsedEntities[stillUsedEntitiesCount++] = sound.m_nEntityIndex;
}
}
#endif
for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) {
if (!m_asAudioEntities[i].m_bIsUsed) {
#ifdef FIX_BUGS
// skip if ID is still used by queued sample
bool skip = false;
for (uint8 j = 0; j < stillUsedEntitiesCount; j++) {
if (stillUsedEntities[j] == i) {
//debug("audio entity %i still used, skipping\n", i);
skip = true;
break;
}
}
if (skip)
continue;
#endif
m_asAudioEntities[i].m_bIsUsed = TRUE;
m_asAudioEntities[i].m_bStatus = FALSE;
m_asAudioEntities[i].m_nType = type;
m_asAudioEntities[i].m_pEntity = entity;
m_asAudioEntities[i].m_awAudioEvent[0] = SOUND_NO_SOUND;
m_asAudioEntities[i].m_awAudioEvent[1] = SOUND_NO_SOUND;
m_asAudioEntities[i].m_awAudioEvent[2] = SOUND_NO_SOUND;
m_asAudioEntities[i].m_awAudioEvent[3] = SOUND_NO_SOUND;
m_asAudioEntities[i].m_AudioEvents = 0;
m_aAudioEntityOrderList[m_nAudioEntitiesCount++] = i;
return i;
}
}
return AEHANDLE_ERROR_NOFREESLOT;
}
void
cAudioManager::DestroyEntity(int32 id)
{
if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed) {
m_asAudioEntities[id].m_bIsUsed = FALSE;
for (uint32 i = 0; i < m_nAudioEntitiesCount; ++i) {
if (id == m_aAudioEntityOrderList[i]) {
if (i < NUM_AUDIOENTITIES - 1)
memmove(&m_aAudioEntityOrderList[i], &m_aAudioEntityOrderList[i + 1], sizeof(uint32) * (m_nAudioEntitiesCount - (i + 1)));
m_aAudioEntityOrderList[--m_nAudioEntitiesCount] = NUM_AUDIOENTITIES;
return;
}
}
}
}
bool8
cAudioManager::GetEntityStatus(int32 id)
{
if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed)
return m_asAudioEntities[id].m_bStatus;
return FALSE;
}
void
cAudioManager::SetEntityStatus(int32 id, bool8 status)
{
if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed)
m_asAudioEntities[id].m_bStatus = status;
}
void *
cAudioManager::GetEntityPointer(int32 id)
{
if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed)
return m_asAudioEntities[id].m_pEntity;
return NULL;
}
static Const uint8 OneShotPriority[] = {
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 4, 2, 5, 5, 3, 5, 2, 2, 1, 1, 3, 1, 3, 3, 1, 1, 1, 1, 4, 4, 4, 3, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 3, 4, 2, 0, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 3, 1, 1, 1, 9, 0, 0, 0, 1, 2, 2, 0, 0, 2, 3, 3, 3, 5, 1, 1,
1, 1, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 3, 4, 7, 1, 4, 3, 4, 2, 2, 2, 3, 1, 2, 1, 3, 5, 3, 4, 6, 4, 6, 3, 0, 0, 0, 0, 0,
0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 3, 1, 1, 2, 1, 1, 0, 0, 0, 0, 0, 3, 3, 1, 0
};
void
cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol)
{
if (m_bIsInitialised) {
if (index >= 0 && index < NUM_AUDIOENTITIES) {
tAudioEntity &entity = m_asAudioEntities[index];
if (entity.m_bIsUsed) {
if (sound < SOUND_TOTAL_SOUNDS) {
if (entity.m_nType == AUDIOTYPE_SCRIPTOBJECT) {
if (m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal < ARRAY_SIZE(m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices)) {
entity.m_awAudioEvent[0] = sound;
entity.m_AudioEvents = 1;
m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal++] = index;
}
} else {
int32 i = 0;
while (TRUE) {
if (i >= entity.m_AudioEvents) {
if (entity.m_AudioEvents < NUM_AUDIOENTITY_EVENTS) {
entity.m_awAudioEvent[i] = sound;
entity.m_afVolume[i] = vol;
entity.m_AudioEvents++;
}
return;
}
if (OneShotPriority[entity.m_awAudioEvent[i]] > OneShotPriority[sound])
break;
i++;
}
if (i < NUM_AUDIOENTITY_EVENTS - 1) {
memmove(&entity.m_awAudioEvent[i + 1], &entity.m_awAudioEvent[i], (NUM_AUDIOENTITY_EVENTS - 1 - i) * sizeof(int16));
memmove(&entity.m_afVolume[i + 1], &entity.m_afVolume[i], (NUM_AUDIOENTITY_EVENTS - 1 - i) * sizeof(float));
}
entity.m_awAudioEvent[i] = sound;
entity.m_afVolume[i] = vol;
if (entity.m_AudioEvents < NUM_AUDIOENTITY_EVENTS)
entity.m_AudioEvents++;
}
}
}
}
}
}
void
cAudioManager::SetEffectsMasterVolume(uint8 volume)
{
SampleManager.SetEffectsMasterVolume(volume);
}
void
cAudioManager::SetMusicMasterVolume(uint8 volume)
{
SampleManager.SetMusicMasterVolume(volume);
}
void
cAudioManager::SetMP3BoostVolume(uint8 volume)
{
SampleManager.SetMP3BoostVolume(volume);
}
void
cAudioManager::SetEffectsFadeVol(uint8 volume)
{
SampleManager.SetEffectsFadeVolume(volume);
}
void
cAudioManager::SetMusicFadeVol(uint8 volume)
{
SampleManager.SetMusicFadeVolume(volume);
}
void
cAudioManager::SetOutputMode(bool8 surround)
{
// on ps2 this calls another method of cAudioManager to set DTS mode on or off
}
void
cAudioManager::ResetTimers(uint32 time)
{
if (m_bIsInitialised) {
m_bTimerJustReset = TRUE;
m_nTimer = time;
ClearRequestedQueue();
if (m_nActiveQueue) {
m_nActiveQueue = 0;
ClearRequestedQueue();
m_nActiveQueue = 1;
} else {
m_nActiveQueue = 1;
ClearRequestedQueue();
m_nActiveQueue = 0;
}
ClearActiveSamples();
ClearMissionAudio(0);
ClearMissionAudio(1);
SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_1);
SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_2);
SampleManager.SetEffectsFadeVolume(0);
SampleManager.SetMusicFadeVolume(0);
MusicManager.ResetMusicAfterReload();
m_bIsPlayerShutUp = FALSE;
#ifdef AUDIO_OAL
SampleManager.Service();
#endif
}
}
void
cAudioManager::DestroyAllGameCreatedEntities()
{
cAudioScriptObject *entity;
if (m_bIsInitialised) {
for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) {
if (m_asAudioEntities[i].m_bIsUsed) {
switch (m_asAudioEntities[i].m_nType) {
case AUDIOTYPE_PHYSICAL:
case AUDIOTYPE_EXPLOSION:
case AUDIOTYPE_WEATHER:
//case AUDIOTYPE_CRANE:
case AUDIOTYPE_GARAGE:
case AUDIOTYPE_FIREHYDRANT:
DestroyEntity(i);
break;
case AUDIOTYPE_SCRIPTOBJECT:
entity = (cAudioScriptObject *)m_asAudioEntities[i].m_pEntity;
if (entity) {
delete entity;
m_asAudioEntities[i].m_pEntity = nil;
}
DestroyEntity(i);
break;
default:
break;
}
}
}
m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
}
}
#ifdef GTA_PC
uint8
cAudioManager::GetNum3DProvidersAvailable()
{
#ifdef EXTERNAL_3D_SOUND
if (m_bIsInitialised)
return SampleManager.GetNum3DProvidersAvailable();
#endif
return 0;
}
char *
cAudioManager::Get3DProviderName(uint8 id)
{
#ifndef EXTERNAL_3D_SOUND
return nil;
#else
if (!m_bIsInitialised)
return nil;
#ifdef AUDIO_OAL
id = Clamp(id, 0, SampleManager.GetNum3DProvidersAvailable() - 1);
#else
// We don't want that either since it will crash the game, but skipping for now
if (id >= SampleManager.GetNum3DProvidersAvailable())
return nil;
#endif
return SampleManager.Get3DProviderName(id);
#endif
}
int8
cAudioManager::GetCurrent3DProviderIndex()
{
#ifdef EXTERNAL_3D_SOUND
if (m_bIsInitialised)
return SampleManager.GetCurrent3DProviderIndex();
#endif
return -1;
}
int8
cAudioManager::AutoDetect3DProviders()
{
#ifdef EXTERNAL_3D_SOUND
if (m_bIsInitialised)
return SampleManager.AutoDetect3DProviders();
#endif
return -1;
}
int8
cAudioManager::SetCurrent3DProvider(uint8 which)
{
#ifndef EXTERNAL_3D_SOUND
return -1;
#else
if (!m_bIsInitialised)
return -1;
for (uint8 i = 0; i < m_nActiveSamples + 1; i++)
SampleManager.StopChannel(i);
ClearRequestedQueue();
if (m_nActiveQueue == 0)
m_nActiveQueue = 1;
else
m_nActiveQueue = 0;
ClearRequestedQueue();
ClearActiveSamples();
int8 current = SampleManager.SetCurrent3DProvider(which);
if (current > 0) {
m_nActiveSamples = SampleManager.GetMaximumSupportedChannels();
if (m_nActiveSamples > 1)
m_nActiveSamples--;
}
return current;
#endif
}
void
cAudioManager::SetSpeakerConfig(int32 conf)
{
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetSpeakerConfig(conf);
#endif
}
bool8
cAudioManager::IsMP3RadioChannelAvailable()
{
if (m_bIsInitialised)
return SampleManager.IsMP3RadioChannelAvailable();
return FALSE;
}
void
cAudioManager::ReleaseDigitalHandle()
{
if (m_bIsInitialised)
SampleManager.ReleaseDigitalHandle();
}
void
cAudioManager::ReacquireDigitalHandle()
{
if (m_bIsInitialised)
SampleManager.ReacquireDigitalHandle();
}
#ifdef AUDIO_REFLECTIONS
void
cAudioManager::SetDynamicAcousticModelingStatus(bool8 status)
{
m_bDynamicAcousticModelingStatus = status;
}
#endif
bool8
cAudioManager::CheckForAnAudioFileOnCD()
{
return SampleManager.CheckForAnAudioFileOnCD();
}
char
cAudioManager::GetCDAudioDriveLetter()
{
if (m_bIsInitialised)
return SampleManager.GetCDAudioDriveLetter();
return '\0';
}
bool8
cAudioManager::IsAudioInitialised()
{
return m_bIsInitialised;
}
#endif // GTA_PC
void
cAudioManager::ServiceSoundEffects()
{
#ifdef FIX_BUGS
if(CTimer::GetLogicalFramesPassed() != 0)
#endif
m_bReduceReleasingPriority = (m_FrameCounter++ % 5) == 0;
if (m_bIsPaused && !m_bWasPaused) {
for (uint32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
SampleManager.StopChannel(i);
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
#if defined(GTA_PS2) || defined(GTA_PSP)
// PSP and PS2 just stop the sound, mobile doesn't. Let's not have it on PC either
uint8 missionAudioChannel = m_bIsSurround ? CHANNEL_DTS_MISSION_AUDIO_1 : CHANNEL_MISSION_AUDIO_1;
SampleManager.StopChannel(missionAudioChannel);
SampleManager.StopChannel(missionAudioChannel+1);
#endif
ClearRequestedQueue();
if (m_nActiveQueue) {
m_nActiveQueue = 0;
ClearRequestedQueue();
m_nActiveQueue = 1;
} else {
m_nActiveQueue = 1;
ClearRequestedQueue();
m_nActiveQueue = 0;
}
ClearActiveSamples();
}
m_nActiveQueue = m_nActiveQueue == 1 ? 0 : 1;
#ifdef AUDIO_REVERB
if(m_bIsSurround) ProcessReverb();
#endif
ProcessSpecial();
ClearRequestedQueue();
InterrogateAudioEntities();
if (!m_bIsPaused) {
m_sPedComments.Process();
//ServicePoliceRadio(); // LCS: removed
ServiceCollisions();
}
AddReleasingSounds();
if (!m_bIsPaused)
ProcessMissionAudio();
#ifdef EXTERNAL_3D_SOUND
AdjustSamplesVolume();
#endif
ProcessActiveQueues();
#ifdef AUDIO_OAL
SampleManager.Service();
#endif
for (int32 i = 0; i < m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal; i++) {
cAudioScriptObject *object = (cAudioScriptObject *)m_asAudioEntities[m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]].m_pEntity;
delete object;
m_asAudioEntities[m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]].m_pEntity = nil;
DestroyEntity(m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]);
}
m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
}
uint8
cAudioManager::ComputeVolume(uint8 emittingVolume, float maxDistance, float distance)
{
float minDistance;
uint8 newEmittingVolume;
if (maxDistance <= 0.0f)
return 0;
minDistance = maxDistance / 5.0f;
if (minDistance > distance)
return emittingVolume;
newEmittingVolume = emittingVolume * SQR((maxDistance - minDistance - (distance - minDistance))
/ (maxDistance - minDistance));
return Min(127, newEmittingVolume);
}
void
cAudioManager::TranslateEntity(Const CVector *in, CVector *out)
{
*out = MultiplyInverse(TheCamera.GetMatrix(), *in);
}
Const static uint8 PanTable[64] = { 0, 3, 8, 12, 16, 19, 22, 24, 26, 28, 30, 31, 33, 34, 36, 37, 39, 40, 41, 42, 44, 45, 46, 47, 48, 49, 49, 50, 51, 52, 53, 53,
54, 55, 55, 56, 56, 57, 57, 58, 58, 58, 59, 59, 59, 60, 60, 61, 61, 61, 61, 62, 62, 62, 62, 62, 63, 63, 63, 63, 63, 63, 63, 63};
int32
cAudioManager::ComputeFrontRearMix(float dist, CVector *vec)
{
int32 index = vec->y / (dist / 64.0f);
index = Min(63, ABS(index));
if (vec->y > 0.0f)
return Max(0, 63 - (int8)PanTable[index]);
return Min(127, PanTable[index] + 63);
}
int32
cAudioManager::ComputePan(float dist, CVector *vec)
{
int32 index = vec->x / (dist / 64.0f);
index = Min(63, ABS(index));
if (vec->x > 0.0f)
return Max(20, 63 - (int8)PanTable[index]);
return Min(107, PanTable[index] + 63);
}
uint32
cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier)
{
uint32 newFreq = oldFreq;
if (!TheCamera.Get_Just_Switched_Status() && speedMultiplier != 0.0f) {
float dist = position2 - position1;
if (dist != 0.0f) {
float speedOfSource = (dist / m_nTimeSpent) * speedMultiplier;
if (m_fSpeedOfSound > Abs(speedOfSource)) {
speedOfSource = Clamp2(speedOfSource, 0.0f, 1.5f);
newFreq = (oldFreq * m_fSpeedOfSound) / (speedOfSource + m_fSpeedOfSound);
}
}
}
return newFreq;
}
int32
cAudioManager::RandomDisplacement(uint32 seed)
{
int32 value;
static bool8 bPos = TRUE;
static uint32 Adjustment = 0;
if (seed == 0)
return 0;
value = m_anRandomTable[(Adjustment + seed) % 5] % seed;
Adjustment += value;
if (value % 2)
bPos = !bPos;
if (!bPos)
value = -value;
return value;
}
void
cAudioManager::InterrogateAudioEntities()
{
for (uint32 i = 0; i < m_nAudioEntitiesCount; i++) {
ProcessEntity(m_aAudioEntityOrderList[i]);
m_asAudioEntities[m_aAudioEntityOrderList[i]].m_AudioEvents = 0;
}
}
void
cAudioManager::AddSampleToRequestedQueue(uint8 unk_lcs)
{
uint32 finalPriority;
uint8 sampleIndex;
#ifdef AUDIO_REFLECTIONS
bool8 bReflections;
#endif
if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) {
finalPriority = m_sQueueSample.m_nPriority * (MAX_VOLUME - m_sQueueSample.m_nVolume);
sampleIndex = m_nRequestedCount[m_nActiveQueue];
if (sampleIndex >= m_nActiveSamples) {
sampleIndex = m_aRequestedOrderList[m_nActiveQueue][m_nActiveSamples - 1];
if (m_aRequestedQueue[m_nActiveQueue][sampleIndex].m_nFinalPriority <= finalPriority)
return;
} else
m_nRequestedCount[m_nActiveQueue]++;
m_sQueueSample.m_nFinalPriority = finalPriority;
m_sQueueSample.m_bIsPlayingFinished = FALSE;
#ifdef AUDIO_REFLECTIONS
if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) {
m_sQueueSample.m_bReflections = FALSE;
m_sQueueSample.m_nReflectionDelay = 0;
}
if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount > 0) {
bReflections = m_sQueueSample.m_bReflections;
} else {
bReflections = FALSE;
m_sQueueSample.m_nReflectionDelay = 0;
}
m_sQueueSample.m_bReflections = FALSE;
if ( m_bIsSurround && m_sQueueSample.m_bIs2D )
m_sQueueSample.m_nFrontRearPan = 30;
#ifdef AUDIO_REVERB
if (!m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bReverb = FALSE;
#endif
#endif
m_sQueueSample.field_51_lcs = unk_lcs;
m_aRequestedQueue[m_nActiveQueue][sampleIndex] = m_sQueueSample;
AddDetailsToRequestedOrderList(sampleIndex);
#ifdef AUDIO_REFLECTIONS
if (bReflections)
AddReflectionsToRequestedQueue();
#endif
}
}
void
cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
{
uint32 i = 0;
if (sample > 0) {
for (; i < sample; i++) {
if (m_aRequestedQueue[m_nActiveQueue][m_aRequestedOrderList[m_nActiveQueue][i]].m_nFinalPriority >
m_aRequestedQueue[m_nActiveQueue][sample].m_nFinalPriority)
break;
}
if (i < sample)
memmove(&m_aRequestedOrderList[m_nActiveQueue][i + 1], &m_aRequestedOrderList[m_nActiveQueue][i], m_nActiveSamples - i - 1);
}
m_aRequestedOrderList[m_nActiveQueue][i] = sample;
}
#ifdef AUDIO_REFLECTIONS
void
cAudioManager::AddReflectionsToRequestedQueue()
{
#ifdef FIX_BUGS
uint32 oldFreq = 0;
#else
uint32 oldFreq;
#endif
float reflectionDistance;
int32 noise;
uint8 emittingVolume;
uint32 oldCounter = m_sQueueSample.m_nCounter;
float oldDist = m_sQueueSample.m_fDistance;
CVector oldPos = m_sQueueSample.m_vecPos;
#ifndef USE_TIME_SCALE_FOR_AUDIO
if ( CTimer::GetIsSlowMotionActive() ) {
emittingVolume = m_sQueueSample.m_nVolume;
oldFreq = m_sQueueSample.m_nFrequency;
} else
#endif
emittingVolume = (9 * m_sQueueSample.m_nVolume) >> 4;
m_sQueueSample.m_MaxDistance /= 2.0f;
uint32 halfOldFreq = oldFreq >> 1;
for (uint32 i = 0; i < ARRAY_SIZE(m_afReflectionsDistances); i++) {
#ifndef USE_TIME_SCALE_FOR_AUDIO
if ( CTimer::GetIsSlowMotionActive() )
m_afReflectionsDistances[i] = (m_anRandomTable[i % 4] % 3) * 50.0f / 8.0f;
#endif
reflectionDistance = m_afReflectionsDistances[i];
if (reflectionDistance > 0.0f && reflectionDistance < 100.0f && reflectionDistance < m_sQueueSample.m_MaxDistance) {
#ifndef USE_TIME_SCALE_FOR_AUDIO
m_sQueueSample.m_nReflectionDelay = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 600.0f / 1029.0f) : (reflectionDistance * 300.0f / 1029.0f);
#else
m_sQueueSample.m_nReflectionDelay = reflectionDistance * 300.0f / 1029.0f;
#endif
if (m_sQueueSample.m_nReflectionDelay > 3) {
m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
SET_EMITTING_VOLUME(emittingVolume);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume > emittingVolume >> 4) {
m_sQueueSample.m_nCounter = oldCounter + ((i + 1) << 8);
if (m_sQueueSample.m_nLoopCount > 0) {
#ifndef USE_TIME_SCALE_FOR_AUDIO
if ( CTimer::GetIsSlowMotionActive() ) {
m_sQueueSample.m_nFrequency = halfOldFreq + ((halfOldFreq * i) / ARRAY_SIZE(m_afReflectionsDistances));
} else
#endif
{
noise = RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
if (noise > 0)
m_sQueueSample.m_nFrequency -= noise;
else
m_sQueueSample.m_nFrequency += noise;
}
}
m_sQueueSample.m_nPriority += 20;
m_sQueueSample.m_vecPos = m_avecReflectionsPos[i];
AddSampleToRequestedQueue();
}
}
}
}
m_sQueueSample.m_vecPos = oldPos;
m_sQueueSample.m_fDistance = oldDist;
}
void
cAudioManager::UpdateReflections()
{
CVector camPos;
CColPoint colpoint;
CEntity *ent;
#if GTA_VERSION < GTAVC_PC_10
if (m_FrameCounter % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[0] = camPos;
m_avecReflectionsPos[0].y += 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[0], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[0] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[0] = 50.0f;
} else if ((m_FrameCounter + 1) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[1] = camPos;
m_avecReflectionsPos[1].y -= 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[1], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[1] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[1] = 50.0f;
} else if ((m_FrameCounter + 2) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[2] = camPos;
m_avecReflectionsPos[2].x -= 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[2], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[2] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[2] = 50.0f;
} else if ((m_FrameCounter + 3) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[3] = camPos;
m_avecReflectionsPos[3].x += 50.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[3], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[3] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[3] = 50.0f;
} else if ((m_FrameCounter + 4) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[4] = camPos;
m_avecReflectionsPos[4].z += 50.0f;
if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[4].z, colpoint, ent, true, false, false, false, true, false, nil))
m_afReflectionsDistances[4] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[4] = 50.0f;
}
#else
if (m_FrameCounter % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[0] = camPos;
m_avecReflectionsPos[0].y += 100.f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[0], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[0] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[0] = 100.0f;
} else if ((m_FrameCounter + 1) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[1] = camPos;
m_avecReflectionsPos[1].y -= 100.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[1], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[1] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[1] = 100.0f;
} else if ((m_FrameCounter + 2) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[2] = camPos;
m_avecReflectionsPos[2].x -= 100.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[2], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[2] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[2] = 100.0f;
} else if ((m_FrameCounter + 3) % 8 == 0) {
camPos = TheCamera.GetPosition();
m_avecReflectionsPos[3] = camPos;
m_avecReflectionsPos[3].x += 100.0f;
if (CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[3], colpoint, ent, true, false, false, true, false, true, true))
m_afReflectionsDistances[3] = Distance(camPos, colpoint.point);
else
m_afReflectionsDistances[3] = 100.0f;
} else if ((m_FrameCounter + 4) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.y += 1.0f;
m_avecReflectionsPos[4] = camPos;
m_avecReflectionsPos[4].z += 100.0f;
if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[4].z, colpoint, ent, true, false, false, false, true, false, nil))
m_afReflectionsDistances[4] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[4] = 100.0f;
} else if ((m_FrameCounter + 5) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.y -= 1.0f;
m_avecReflectionsPos[5] = camPos;
m_avecReflectionsPos[5].z += 100.0f;
if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[5].z, colpoint, ent, true, false, false, false, true, false, nil))
m_afReflectionsDistances[5] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[5] = 100.0f;
} else if ((m_FrameCounter + 6) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.x -= 1.0f;
m_avecReflectionsPos[6] = camPos;
m_avecReflectionsPos[6].z += 100.0f;
if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[6].z, colpoint, ent, true, false, false, false, true, false, nil))
m_afReflectionsDistances[6] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[6] = 100.0f;
} else if ((m_FrameCounter + 7) % 8 == 0) {
camPos = TheCamera.GetPosition();
camPos.x += 1.0f;
m_avecReflectionsPos[7] = camPos;
m_avecReflectionsPos[7].z += 100.0f;
if (CWorld::ProcessVerticalLine(camPos, m_avecReflectionsPos[7].z, colpoint, ent, true, false, false, false, true, false, nil))
m_afReflectionsDistances[7] = colpoint.point.z - camPos.z;
else
m_afReflectionsDistances[7] = 100.0f;
}
#endif
}
#endif // AUDIO_REFLECTIONS
void
cAudioManager::AddReleasingSounds()
{
// in case someone would want to increase it
#ifdef FIX_BUGS
bool8 toProcess[NUM_CHANNELS_GENERIC];
#else
bool8 toProcess[44];
#endif
uint8 queue = m_nActiveQueue == 0 ? 1 : 0;
for (uint8 i = 0; i < m_nRequestedCount[queue]; i++) {
tSound &sample = m_aRequestedQueue[queue][m_aRequestedOrderList[queue][i]];
if (sample.m_bIsPlayingFinished)
continue;
toProcess[i] = FALSE;
for (uint8 j = 0; j < m_nRequestedCount[m_nActiveQueue]; j++) {
if (sample.m_nEntityIndex == m_aRequestedQueue[m_nActiveQueue][m_aRequestedOrderList[m_nActiveQueue][j]].m_nEntityIndex &&
sample.m_nCounter == m_aRequestedQueue[m_nActiveQueue][m_aRequestedOrderList[m_nActiveQueue][j]].m_nCounter) {
toProcess[i] = TRUE;
break;
}
}
if(!toProcess[i]) {
#ifdef AUDIO_REFLECTIONS
if(sample.m_nCounter <= 255 || sample.m_nReflectionDelay == 0) // check if not delayed reflection
#endif
{
#ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
if (sample.m_nCounter <= 255 && !sample.m_bIs2D) { // check if not reflection and is a 3D sound
CEntity* entity = (CEntity*)GetEntityPointer(sample.m_nEntityIndex);
if (entity && m_asAudioEntities[sample.m_nEntityIndex].m_nType == AUDIOTYPE_PHYSICAL) {
sample.m_vecPos = entity->GetPosition();
float oldDistance = sample.m_fDistance;
sample.m_fDistance = Sqrt(GetDistanceSquared(sample.m_vecPos));
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 = PED_COMMENT_VOLUME;
else
vol = PED_COMMENT_VOLUME_BEHIND_WALL;
#ifdef EXTERNAL_3D_SOUND
sample.m_nEmittingVolume = vol;
#endif
sample.m_nVolume = ComputeVolume(vol, sample.m_MaxDistance, sample.m_fDistance);
} else {
// calculate new volume with changed distance
float volumeDiff = sq((sample.m_MaxDistance - sample.m_fDistance) / (sample.m_MaxDistance - oldDistance));
if (volumeDiff > 0.0f) {
uint8 newVolume = volumeDiff * sample.m_nVolume;
if (sample.m_nVolumeChange > 0)
sample.m_nVolumeChange = volumeDiff * sample.m_nVolumeChange;
#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
if (sample.m_nEmittingVolumeChange > 0)
sample.m_nEmittingVolumeChange = volumeDiff * sample.m_nEmittingVolumeChange;
#endif
sample.m_nVolume = Min(MAX_VOLUME, newVolume);
}
}
if (sample.m_nVolume == 0)
sample.m_nFramesToPlay = 0;
}
}
#endif
#ifdef FIX_BUGS
if (sample.m_nFramesToPlay <= 0)
continue;
if (sample.m_nLoopCount == 0) {
if (sample.m_nVolumeChange == -1) {
sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
if (sample.m_nVolumeChange <= 0)
sample.m_nVolumeChange = 1;
#ifdef EXTERNAL_3D_SOUND
sample.m_nEmittingVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay;
if (sample.m_nEmittingVolumeChange <= 0)
sample.m_nEmittingVolumeChange = 1;
#endif
}
if (sample.m_nVolume <= sample.m_nVolumeChange * CTimer::GetTimeStepFix()) {
sample.m_nFramesToPlay = 0;
continue;
}
sample.m_nVolume -= sample.m_nVolumeChange * CTimer::GetTimeStepFix();
#ifdef EXTERNAL_3D_SOUND
if (sample.m_nEmittingVolume <= sample.m_nEmittingVolumeChange * CTimer::GetTimeStepFix()) {
sample.m_nFramesToPlay = 0;
continue;
}
sample.m_nEmittingVolume -= sample.m_nEmittingVolumeChange * CTimer::GetTimeStepFix();
#endif
}
sample.m_nFramesToPlay -= CTimer::GetTimeStepFix();
if (sample.m_nFramesToPlay < 0)
sample.m_nFramesToPlay = 0;
#else
if (sample.m_nFramesToPlay == 0)
continue;
if (sample.m_nLoopCount == 0) {
if (sample.m_nVolumeChange == -1) {
sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
if (sample.m_nVolumeChange <= 0)
sample.m_nVolumeChange = 1;
}
if (sample.m_nVolume <= sample.m_nVolumeChange) {
sample.m_nFramesToPlay = 0;
continue;
}
sample.m_nVolume -= sample.m_nVolumeChange;
}
sample.m_nFramesToPlay--;
#endif
if (m_bReduceReleasingPriority) {
if (sample.m_nPriority < 20)
sample.m_nPriority++;
}
sample.m_bStatic = FALSE;
}
memcpy(&m_sQueueSample, &sample, sizeof(tSound));
AddSampleToRequestedQueue();
}
}
}
void
cAudioManager::ProcessActiveQueues()
{
bool8 flag;
float position2;
float position1;
uint32 samplesPerFrame;
uint32 samplesToPlay;
#ifdef EXTERNAL_3D_SOUND
float x;
float usedX;
float usedY;
float usedZ;
#endif
uint8 vol;
uint8 emittingVol;
CVector position;
bool8 isPhoneCall;
uint8 channelOffset = 0;
#ifdef EXTERNAL_3D_SOUND
#define WORKING_VOLUME_FIELD m_nEmittingVolume
#else
#define WORKING_VOLUME_FIELD m_nVolume
#endif
#ifdef USE_TIME_SCALE_FOR_AUDIO
float timeScale = m_bIsPaused ? 1.0f : CTimer::GetTimeScale();
#endif
for (uint8 i = 0; i < m_nActiveSamples; i++) {
m_aRequestedQueue[m_nActiveQueue][i].m_bIsBeingPlayed = FALSE;
m_asActiveSamples[i].m_bIsBeingPlayed = FALSE;
}
for (uint8 i = 0; i < m_nRequestedCount[m_nActiveQueue]; i++) {
tSound &sample = m_aRequestedQueue[m_nActiveQueue][m_aRequestedOrderList[m_nActiveQueue][i]];
if (sample.m_nSampleIndex != NO_SAMPLE) {
for (uint8 j = 0; j < m_nActiveSamples; j++) {
if (sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex && sample.m_nCounter == m_asActiveSamples[j].m_nCounter &&
sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) {
if (sample.m_nLoopCount > 0) {
if (m_FrameCounter & 1)
flag = !!(j & 1);
else
flag = !(j & 1);
if (flag && !SampleManager.GetChannelUsedFlag(j)) {
sample.m_bIsPlayingFinished = TRUE;
m_asActiveSamples[j].m_bIsPlayingFinished = TRUE;
m_asActiveSamples[j].m_nSampleIndex = NO_SAMPLE;
m_asActiveSamples[j].m_nEntityIndex = AEHANDLE_NONE;
continue;
}
if (sample.m_nFramesToPlay == 0)
sample.m_nFramesToPlay = 1;
}
sample.m_bIsBeingPlayed = TRUE;
m_asActiveSamples[j].m_bIsBeingPlayed = TRUE;
sample.m_nVolumeChange = -1;
if (!sample.m_bStatic) {
if (sample.m_bIs2D) {
emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.WORKING_VOLUME_FIELD) : sample.WORKING_VOLUME_FIELD;
#ifdef USE_TIME_SCALE_FOR_AUDIO
SampleManager.SetChannelFrequency(j, sample.m_nFrequency * timeScale);
#else
SampleManager.SetChannelFrequency(j, sample.m_nFrequency);
#endif
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
#else
SampleManager.SetChannelPan(j, sample.m_nPan);
SampleManager.SetChannelVolume(j, emittingVol);
#endif
} else {
position2 = sample.m_fDistance;
position1 = m_asActiveSamples[j].m_fDistance;
m_asActiveSamples[j].m_fDistance = sample.m_fDistance;
sample.m_nFrequency = ComputeDopplerEffectedFrequency(sample.m_nFrequency, position1, position2, sample.m_fSpeedMultiplier);
if (sample.m_nFrequency != m_asActiveSamples[j].m_nFrequency) {
uint32 freq = Clamp2((int32)sample.m_nFrequency, (int32)m_asActiveSamples[j].m_nFrequency, 6000);
m_asActiveSamples[j].m_nFrequency = freq;
#ifdef USE_TIME_SCALE_FOR_AUDIO
SampleManager.SetChannelFrequency(j, freq * timeScale);
#else
SampleManager.SetChannelFrequency(j, freq);
#endif
}
#ifdef EXTERNAL_3D_SOUND
if (sample.m_nEmittingVolume != m_asActiveSamples[j].m_nEmittingVolume) {
vol = Clamp2((int8)sample.m_nEmittingVolume, (int8)m_asActiveSamples[j].m_nEmittingVolume, 10);
#else
if (sample.m_nVolume != m_asActiveSamples[j].m_nVolume) {
vol = Clamp2((int8)sample.m_nVolume, (int8)m_asActiveSamples[j].m_nVolume, 10);
#endif
emittingVol = m_bDoubleVolume ? 2 * Min(63, vol) : vol;
isPhoneCall = FALSE;
for (int32 k = 0; k < MISSION_AUDIO_SLOTS; k++) {
if (m_bIsMissionAudioPhoneCall[k]) {
isPhoneCall = TRUE;
break;
}
}
if (isPhoneCall) {
emittingVol = (emittingVol * m_nGlobalSfxVolumeMultiplier) / 127;
} else {
if (m_nGlobalSfxVolumeMultiplier < 127)
emittingVol = (emittingVol * m_nGlobalSfxVolumeMultiplier) / 127;
}
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
m_asActiveSamples[j].m_nEmittingVolume = vol;
#else
SampleManager.SetChannelVolume(j, emittingVol);
m_asActiveSamples[j].m_nVolume = vol;
#endif
}
TranslateEntity(&sample.m_vecPos, &position);
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z);
SampleManager.SetChannel3DDistances(j, sample.m_MaxDistance, 0.25f * sample.m_MaxDistance);
#else
sample.m_nPan = ComputePan(sample.m_fDistance, &position);
SampleManager.SetChannelPan(j, sample.m_nPan);
#endif
}
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
SampleManager.SetChannelReverbFlag(j, sample.m_bReverb);
#endif
break; //continue for i
}
sample.m_bIsBeingPlayed = FALSE;
m_asActiveSamples[j].m_bIsBeingPlayed = FALSE;
//continue for j
}
}
}
}
for (uint8 i = 0; i < m_nActiveSamples; i++) {
if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && !m_asActiveSamples[i].m_bIsBeingPlayed) {
SampleManager.StopChannel(i);
m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
}
}
for (uint8 i = 0; i < m_nRequestedCount[m_nActiveQueue]; i++) {
tSound &sample = m_aRequestedQueue[m_nActiveQueue][m_aRequestedOrderList[m_nActiveQueue][i]];
if (!sample.m_bIsBeingPlayed && !sample.m_bIsPlayingFinished && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) {
#ifdef AUDIO_REFLECTIONS
if (sample.m_nCounter > 255 && sample.m_nLoopCount > 0 && sample.m_nReflectionDelay > 0) { // check if reflection
sample.m_nReflectionDelay--;
sample.m_nFramesToPlay = 1;
} else
#endif
{
for (uint8 j = 0; j < m_nActiveSamples; j++) {
uint8 k = (j + m_nChannelOffset) % m_nActiveSamples;
if (!m_asActiveSamples[k].m_bIsBeingPlayed) {
if (sample.m_nLoopCount > 0) {
samplesPerFrame = sample.m_nFrequency / m_nTimeSpent;
samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex);
if (samplesPerFrame == 0)
continue;
sample.m_nFramesToPlay = samplesToPlay / samplesPerFrame + 1;
}
memcpy(&m_asActiveSamples[k], &sample, sizeof(tSound));
if (!m_asActiveSamples[k].m_bIs2D) {
TranslateEntity(&m_asActiveSamples[k].m_vecPos, &position);
#ifndef EXTERNAL_3D_SOUND
m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
#endif
}
emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].WORKING_VOLUME_FIELD) : m_asActiveSamples[j].WORKING_VOLUME_FIELD;
#ifdef GTA_PS2
{
SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex);
#else
if (SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex)) {
#endif
#ifdef USE_TIME_SCALE_FOR_AUDIO
SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency * timeScale);
#else
SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency);
#endif
isPhoneCall = FALSE;
for (int32 l = 0; l < MISSION_AUDIO_SLOTS; l++) {
if (m_bIsMissionAudioPhoneCall[l]) {
isPhoneCall = TRUE;
break;
}
}
if (!isPhoneCall || m_asActiveSamples[k].m_bIs2D) {
if (m_nGlobalSfxVolumeMultiplier < 127)
emittingVol = (emittingVol * m_nGlobalSfxVolumeMultiplier) / 127;
vol = emittingVol;
} else {
vol = (emittingVol * m_nGlobalSfxVolumeMultiplier) / 127;
}
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(k, vol);
#else
SampleManager.SetChannelVolume(j, emittingVol);
SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nPan);
#endif
#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
#endif
SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverb);
#endif
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[k].m_bIs2D) {
uint8 offset = m_asActiveSamples[k].m_nPan;
if (offset == 63)
x = 0.0f;
else if (offset >= 63)
x = (offset - 63) * 1000.0f / 63;
else
x = -(63 - offset) * 1000.0f / 63; //same like line below
usedX = x;
usedY = 0.0f;
usedZ = 0.0f;
m_asActiveSamples[k].m_MaxDistance = 100000.0f;
} else {
usedX = position.x;
usedY = position.y;
usedZ = position.z;
}
SampleManager.SetChannel3DPosition(k, usedX, usedY, usedZ);
SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_MaxDistance, 0.25f * m_asActiveSamples[k].m_MaxDistance);
#endif
SampleManager.StartChannel(k);
}
m_asActiveSamples[k].m_bIsBeingPlayed = TRUE;
channelOffset++;
sample.m_bIsBeingPlayed = TRUE;
sample.m_nVolumeChange = -1;
break;
}
}
}
}
}
#ifdef GTA_PS2
m_nChannelOffset += channelOffset;
#endif
m_nChannelOffset %= m_nActiveSamples;
#ifdef USE_TIME_SCALE_FOR_AUDIO
for (uint8 i = 0; i < m_nActiveSamples; i++) {
if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && m_asActiveSamples[i].m_bIsBeingPlayed)
SampleManager.SetChannelFrequency(i, m_asActiveSamples[i].m_nFrequency * timeScale);
}
#endif
#undef WORKING_VOLUME_FIELD
}
void
cAudioManager::ClearRequestedQueue()
{
for (uint8 i = 0; i < m_nActiveSamples; i++)
m_aRequestedOrderList[m_nActiveQueue][i] = m_nActiveSamples;
m_nRequestedCount[m_nActiveQueue] = 0;
}
void
cAudioManager::ClearActiveSamples()
{
for (uint8 i = 0; i < m_nActiveSamples; i++) {
m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
m_asActiveSamples[i].m_nCounter = 0;
m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
m_asActiveSamples[i].m_nBankIndex = INVALID_SFX_BANK;
m_asActiveSamples[i].m_bIs2D = FALSE;
m_asActiveSamples[i].m_nPriority = 5;
m_asActiveSamples[i].m_nFrequency = 0;
m_asActiveSamples[i].m_nVolume = 0;
#ifdef EXTERNAL_3D_SOUND
m_asActiveSamples[i].m_nEmittingVolume = 0;
#endif
m_asActiveSamples[i].m_fDistance = 0.0f;
m_asActiveSamples[i].m_bIsBeingPlayed = FALSE;
m_asActiveSamples[i].m_bIsPlayingFinished = FALSE;
m_asActiveSamples[i].m_nLoopCount = 1;
#ifndef GTA_PS2
m_asActiveSamples[i].m_nLoopStart = 0;
m_asActiveSamples[i].m_nLoopEnd = -1;
#endif
m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
m_asActiveSamples[i].m_MaxDistance = 200.0f;
m_asActiveSamples[i].m_nPan = 63;
m_asActiveSamples[i].m_bStatic = FALSE;
m_asActiveSamples[i].m_nFinalPriority = 0;
m_asActiveSamples[i].m_nFramesToPlay = 0;
m_asActiveSamples[i].m_nVolumeChange = -1;
m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
#ifdef AUDIO_REVERB
m_asActiveSamples[i].m_bReverb = FALSE;
#endif // AUDIO_REVERB
#ifdef AUDIO_REFLECTIONS
m_asActiveSamples[i].m_nReflectionDelay = 0;
m_asActiveSamples[i].m_bReflections = FALSE;
#endif // AUDIO_REFLECTIONS
}
}
void
cAudioManager::GenerateIntegerRandomNumberTable()
{
for (uint32 i = 0; i < ARRAY_SIZE(m_anRandomTable); i++)
m_anRandomTable[i] = myrand();
}
#ifdef GTA_PS2
void
cAudioManager::LoadBankIfNecessary(uint8 bank)
{
if(!SampleManager.IsSampleBankLoaded(bank))
SampleManager.LoadSampleBank(bank);
}
#endif
void
cAudioManager::DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo)
{
#ifdef FIX_BUGS
if (!m_bIsInitialised || m_nExtraSoundsEntity < 0) return;
m_sQueueSample.m_nEntityIndex = m_nExtraSoundsEntity; // not setting entity ID could cause bugs, let's use extra sounds one
#endif
m_sQueueSample.m_nSampleIndex = sample;
m_sQueueSample.m_nBankIndex = bank;
m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nVolume = volume;
SET_EMITTING_VOLUME(volume);
m_sQueueSample.m_nPriority = priority;
m_sQueueSample.m_nFramesToPlay = framesToPlay;
SET_SOUND_REFLECTION(FALSE);
m_sQueueSample.m_nLoopCount = 0;
SET_LOOP_OFFSETS(sample)
#ifdef FIX_BUGS
m_sQueueSample.m_bIs2D = TRUE;
#else
m_sQueueSample.m_bIs2D = FALSE;
#endif
m_sQueueSample.m_bStatic = FALSE;
SET_SOUND_REVERB(FALSE);
#ifdef FIX_BUGS
m_sQueueSample.m_nPan = 63;
AddSampleToRequestedQueue();
#else
// this is dumb and wrong, what were they thinking?
m_sQueueSample.m_nPan = 0;
AudioManager.AddSampleToRequestedQueue();
if (!notStereo) {
m_sQueueSample.m_nPan = 127;
AudioManager.AddSampleToRequestedQueue();
}
#endif
}
#ifdef EXTERNAL_3D_SOUND
void
cAudioManager::AdjustSamplesVolume()
{
for (uint8 i = 0; i < m_nRequestedCount[m_nActiveQueue]; i++) {
tSound *pSample = &m_aRequestedQueue[m_nActiveQueue][m_aRequestedOrderList[m_nActiveQueue][i]];
if (!pSample->m_bIs2D)
pSample->m_nEmittingVolume = ComputeEmittingVolume(pSample->m_nEmittingVolume, pSample->m_MaxDistance, pSample->m_fDistance);
}
}
uint8
cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance)
{
float minDistance = maxDistance / 4.0f;
float diffDistance = maxDistance - minDistance;
if (distance > diffDistance)
return (minDistance - (distance - diffDistance)) * (float)emittingVolume / minDistance;
return emittingVolume;
}
#endif
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