Mission audio #623

Merged
Sergeanur merged 4 commits from VC/MissionAudio into miami 5 years ago

@ -149,27 +149,58 @@ cAudioManager::PostInitialiseGameSpecificSetup()
m_nPoliceChannelEntity = CreateEntity(AUDIOTYPE_POLICERADIO, (void *)1);
if (m_nPoliceChannelEntity >= 0)
SetEntityStatus(m_nPoliceChannelEntity, 1);
m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void *)1);
#ifdef GTA_BRIDGE
m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void*)1);
if (m_nBridgeEntity >= 0)
SetEntityStatus(m_nBridgeEntity, 1);
#endif // GTA_BRIDGE
m_nEscalatorEntity = CreateEntity(AUDIOTYPE_ESCALATOR, (void*)1);
if (m_nEscalatorEntity >= 0)
SetEntityStatus(m_nEscalatorEntity, 1);
m_nExtraSoundsEntity = CreateEntity(AUDIOTYPE_EXTRA_SOUNDS, (void*)1);
if (m_nExtraSoundsEntity >= 0)
SetEntityStatus(m_nExtraSoundsEntity, 1);
m_sMissionAudio.m_nSampleIndex[0] = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus[0] = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus[0] = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22[0] = 0;
m_sMissionAudio.m_bIsPlayed[0] = false;
m_sMissionAudio.m_bPredefinedProperties[0] = true;
m_sMissionAudio.m_nMissionAudioCounter[0] = 0;
m_sMissionAudio.m_bIsMobile[0] = false;
field_5538 = 127;
m_sMissionAudio.m_nSampleIndex[1] = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus[1] = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus[1] = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22[1] = 0;
m_sMissionAudio.m_bIsPlayed[1] = false;
m_sMissionAudio.m_bPredefinedProperties[1] = true;
m_sMissionAudio.m_nMissionAudioCounter[1] = 0;
m_sMissionAudio.m_bIsMobile[1] = false;
field_5538 = 127;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22 = 0;
m_sMissionAudio.m_bIsPlayed = false;
m_sMissionAudio.m_bPredefinedProperties = true;
m_sMissionAudio.m_nMissionAudioCounter = 0;
ResetAudioLogicTimers(CTimer::GetTimeInMilliseconds());
u3shit commented 5 years ago
Review

duplicat, btw it looks like something with volume

duplicat, btw it looks like something with volume
Sergeanur commented 5 years ago (Migrated from github.com)
Review

og code

og code
}
void
cAudioManager::PreTerminateGameSpecificShutdown()
{
#ifdef GTA_BRIDGE
if (m_nBridgeEntity >= 0) {
DestroyEntity(m_nBridgeEntity);
m_nBridgeEntity = AEHANDLE_NONE;
}
#endif
if (m_nEscalatorEntity >= 0) {
DestroyEntity(m_nEscalatorEntity);
m_nEscalatorEntity = AEHANDLE_NONE;
}
if (m_nExtraSoundsEntity >= 0) {
DestroyEntity(m_nExtraSoundsEntity);
m_nExtraSoundsEntity = AEHANDLE_NONE;
}
if (m_nPoliceChannelEntity >= 0) {
DestroyEntity(m_nPoliceChannelEntity);
m_nPoliceChannelEntity = AEHANDLE_NONE;
@ -223,7 +254,8 @@ cAudioManager::ResetAudioLogicTimers(uint32 timer)
}
}
}
ClearMissionAudio();
ClearMissionAudio(0);
ClearMissionAudio(1);
SampleManager.StopChannel(policeChannel);
}
@ -5203,7 +5235,7 @@ cAudioManager::ProcessBridgeOneShots()
#endif
#pragma region MISSION_AUDIO
bool g_bMissionAudioLoadFailed;
bool g_bMissionAudioLoadFailed[MISSION_AUDIO_SLOTS];
struct MissionAudioData {
const char *m_pName;
@ -5605,77 +5637,104 @@ cAudioManager::MissionScriptAudioUsesPoliceChannel(int32 soundMission) const
}
void
cAudioManager::PreloadMissionAudio(Const char *name)
cAudioManager::PreloadMissionAudio(uint8 slot, Const char *name)
{
if (m_bIsInitialised) {
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS) {
int32 missionAudioSfx = FindMissionAudioSfx(name);
if (missionAudioSfx != NO_SAMPLE) {
m_sMissionAudio.m_nSampleIndex = missionAudioSfx;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22 = 0;
m_sMissionAudio.m_nMissionAudioCounter = m_nTimeSpent * SampleManager.GetStreamedFileLength(missionAudioSfx) / 1000;
m_sMissionAudio.m_nMissionAudioCounter *= 4;
m_sMissionAudio.m_bIsPlayed = false;
m_sMissionAudio.m_bPredefinedProperties = 1;
g_bMissionAudioLoadFailed = false;
m_sMissionAudio.m_nSampleIndex[slot] = missionAudioSfx;
m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22[slot] = 0;
m_sMissionAudio.m_nMissionAudioCounter[slot] = m_nTimeSpent * SampleManager.GetStreamedFileLength(missionAudioSfx) / 1000;
m_sMissionAudio.m_nMissionAudioCounter[slot] *= 4;
m_sMissionAudio.m_bIsPlayed[slot] = false;
m_sMissionAudio.m_bPredefinedProperties[slot] = true;
g_bMissionAudioLoadFailed[slot] = false;
}
}
}
uint8
cAudioManager::GetMissionAudioLoadingStatus() const
cAudioManager::GetMissionAudioLoadingStatus(uint8 slot) const
{
if (m_bIsInitialised)
return m_sMissionAudio.m_nLoadingStatus;
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS)
return m_sMissionAudio.m_nLoadingStatus[slot];
return LOADING_STATUS_LOADED;
}
void
cAudioManager::SetMissionAudioLocation(float x, float y, float z)
cAudioManager::SetMissionAudioLocation(uint8 slot, float x, float y, float z)
{
if (m_bIsInitialised) {
m_sMissionAudio.m_bPredefinedProperties = false;
m_sMissionAudio.m_vecPos = CVector(x, y, z);
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS) {
m_sMissionAudio.m_bPredefinedProperties[slot] = false;
m_sMissionAudio.m_vecPos[slot] = CVector(x, y, z);
}
}
void
cAudioManager::PlayLoadedMissionAudio()
cAudioManager::PlayLoadedMissionAudio(uint8 slot)
{
if (m_bIsInitialised && m_sMissionAudio.m_nSampleIndex != NO_SAMPLE && m_sMissionAudio.m_nLoadingStatus == LOADING_STATUS_LOADED &&
m_sMissionAudio.m_nPlayStatus == PLAY_STATUS_STOPPED)
m_sMissionAudio.m_bIsPlayed = true;
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS && m_sMissionAudio.m_nSampleIndex[slot] != NO_SAMPLE && m_sMissionAudio.m_nLoadingStatus[slot] == LOADING_STATUS_LOADED &&
m_sMissionAudio.m_nPlayStatus[slot] == PLAY_STATUS_STOPPED)
m_sMissionAudio.m_bIsPlayed[slot] = true;
}
bool
cAudioManager::IsMissionAudioSampleFinished()
cAudioManager::ShouldDuckMissionAudio(uint8 slot) const
{
if (m_bIsInitialised)
return m_sMissionAudio.m_nPlayStatus == PLAY_STATUS_FINISHED;
if (IsMissionAudioSamplePlaying(slot))
return m_sMissionAudio.m_nSampleIndex[slot] != STREAMED_SOUND_MISSION_ROK2_01;
return false;
}
static int32 cPretendFrame = 1;
bool
cAudioManager::IsMissionAudioSamplePlaying(uint8 slot) const
{
if (m_bIsInitialised) {
if (slot < MISSION_AUDIO_SLOTS)
return m_sMissionAudio.m_nPlayStatus[slot] == PLAY_STATUS_PLAYING;
else
return true;
} else {
static int32 cPretendFrame[MISSION_AUDIO_SLOTS] = { 1, 1 };
return (cPretendFrame++ & 63) == 0;
return (cPretendFrame[slot]++ % 64) != 0;
}
}
void
cAudioManager::ClearMissionAudio()
bool
cAudioManager::IsMissionAudioSampleFinished(uint8 slot)
{
if (m_bIsInitialised) {
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22 = 0;
m_sMissionAudio.m_bIsPlayed = false;
m_sMissionAudio.m_bPredefinedProperties = true;
m_sMissionAudio.m_nMissionAudioCounter = 0;
if (slot < MISSION_AUDIO_SLOTS)
return m_sMissionAudio.m_nPlayStatus[slot] == PLAY_STATUS_FINISHED;
else
return true;
}
static int32 cPretendFrame[MISSION_AUDIO_SLOTS] = { 1, 1 };
return (cPretendFrame[slot]++ % 64) == 0;
}
void
cAudioManager::ProcessMissionAudio()
cAudioManager::ClearMissionAudio(uint8 slot)
{
if (m_bIsInitialised && slot < MISSION_AUDIO_SLOTS) {
m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_NOT_LOADED;
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
m_sMissionAudio.field_22[slot] = 0;
m_sMissionAudio.m_bIsPlayed[slot] = false;
m_sMissionAudio.m_bPredefinedProperties[slot] = true;
m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
}
}
void
cAudioManager::ProcessMissionAudioSlot(uint8 slot)
{
float dist;
uint8 emittingVol;
@ -5683,104 +5742,135 @@ cAudioManager::ProcessMissionAudio()
float distSquared;
CVector vec;
static uint8 nCheckPlayingDelay = 0;
static uint8 nFramesUntilFailedLoad = 0;
static uint8 nFramesForPretendPlaying = 0;
static uint8 nCheckPlayingDelay[MISSION_AUDIO_SLOTS] = { 0, 0 };
static uint8 nFramesUntilFailedLoad[MISSION_AUDIO_SLOTS] = { 0, 0 };
static uint8 nFramesForPretendPlaying[MISSION_AUDIO_SLOTS] = { 0, 0 };
if (!m_bIsInitialised) return;
if (m_sMissionAudio.m_nSampleIndex == NO_SAMPLE) return;
if (m_sMissionAudio.m_nSampleIndex[slot] == NO_SAMPLE) return;
switch (m_sMissionAudio.m_nLoadingStatus) {
switch (m_sMissionAudio.m_nLoadingStatus[slot]) {
case LOADING_STATUS_NOT_LOADED:
SampleManager.PreloadStreamedFile(m_sMissionAudio.m_nSampleIndex, 1);
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_LOADED;
nFramesUntilFailedLoad = 0;
SampleManager.PreloadStreamedFile(m_sMissionAudio.m_nSampleIndex[slot], slot + 1);
m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_LOADED;
nFramesUntilFailedLoad[slot] = 0;
break;
case LOADING_STATUS_LOADED:
if (!m_sMissionAudio.m_bIsPlayed)
if (!m_sMissionAudio.m_bIsPlayed[slot])
return;
if (g_bMissionAudioLoadFailed) {
if (g_bMissionAudioLoadFailed[slot]) {
if (m_bTimerJustReset) {
ClearMissionAudio();
SampleManager.StopStreamedFile(1);
nFramesForPretendPlaying = 0;
nCheckPlayingDelay = 0;
nFramesUntilFailedLoad = 0;
ClearMissionAudio(slot);
SampleManager.StopStreamedFile(slot + 1);
nFramesForPretendPlaying[slot] = 0;
nCheckPlayingDelay[slot] = 0;
nFramesUntilFailedLoad[slot] = 0;
} else if (!m_nUserPause) {
if (++nFramesForPretendPlaying < 120) {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_PLAYING;
if (++nFramesForPretendPlaying[slot] < 120) {
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_PLAYING;
} else {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
}
}
break;
}
switch (m_sMissionAudio.m_nPlayStatus) {
switch (m_sMissionAudio.m_nPlayStatus[slot]) {
case PLAY_STATUS_STOPPED:
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex)) {
SetMissionScriptPoliceAudio(m_sMissionAudio.m_nSampleIndex);
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex[slot])) {
SetMissionScriptPoliceAudio(m_sMissionAudio.m_nSampleIndex[slot]);
} else {
if (m_nUserPause)
SampleManager.PauseStream(1, 1);
SampleManager.PauseStream(1, slot + 1);
if (m_sMissionAudio.m_bPredefinedProperties) {
SampleManager.SetStreamedVolumeAndPan(80, 63, 1, 1);
if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_CAMERAL)
SampleManager.SetStreamedVolumeAndPan(80, 0, 1, slot + 1);
else if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_CAMERAR)
SampleManager.SetStreamedVolumeAndPan(80, 127, 1, slot + 1);
else
SampleManager.SetStreamedVolumeAndPan(80, 63, 1, slot + 1);
} else {
distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos);
if (distSquared >= SQR(50.0f)) {
distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos[slot]);
if (distSquared >= SQR(80.0f)) {
emittingVol = 0;
pan = 63;
} else {
emittingVol = 80;
if (distSquared > 0.0f) {
dist = Sqrt(distSquared);
emittingVol = ComputeVolume(80, 50.0f, dist);
TranslateEntity(&m_sMissionAudio.m_vecPos, &vec);
pan = ComputePan(50.f, &vec);
emittingVol = ComputeVolume(80, 80.0f, dist);
}
SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, 1);
TranslateEntity(&m_sMissionAudio.m_vecPos[slot], &vec);
pan = ComputePan(80.f, &vec);
}
SampleManager.StartPreloadedStreamedFile(1);
SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, slot + 1);
}
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_PLAYING;
nCheckPlayingDelay = 30;
SampleManager.StartPreloadedStreamedFile(slot + 1);
}
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_PLAYING;
nCheckPlayingDelay[slot] = 30;
if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
m_sMissionAudio.m_bIsMobile[slot] = true;
break;
case PLAY_STATUS_PLAYING:
if (m_bTimerJustReset) {
ClearMissionAudio();
SampleManager.StopStreamedFile(1);
ClearMissionAudio(slot);
SampleManager.StopStreamedFile(slot + 1);
break;
}
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex)) {
if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex[slot])) {
if (!m_nUserPause) {
if (nCheckPlayingDelay) {
--nCheckPlayingDelay;
} else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED || m_sMissionAudio.m_nMissionAudioCounter-- == 0) {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
SampleManager.StopStreamedFile(1);
m_sMissionAudio.m_nMissionAudioCounter = 0;
if (nCheckPlayingDelay[slot]) {
--nCheckPlayingDelay[slot];
} else if (GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED || m_sMissionAudio.m_nMissionAudioCounter[slot]-- == 0) {
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
SampleManager.StopStreamedFile(slot + 1);
m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
}
}
} else if (m_sMissionAudio.field_22) {
if (SampleManager.IsStreamPlaying(1) || m_nUserPause || m_nPreviousUserPause) {
} else if (m_sMissionAudio.field_22[slot]) {
if (SampleManager.IsStreamPlaying(slot + 1) || m_nUserPause || m_nPreviousUserPause) {
if (m_nUserPause)
SampleManager.PauseStream(1, 1);
SampleManager.PauseStream(1, slot + 1);
else
SampleManager.PauseStream(0, 1);
{
SampleManager.PauseStream(0, slot + 1);
if (!m_sMissionAudio.m_bPredefinedProperties) {
distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos[slot]);
if (distSquared >= SQR(80.0f)) {
emittingVol = 0;
pan = 63;
} else {
emittingVol = 127;
if (distSquared > 0.0f) {
dist = Sqrt(distSquared);
emittingVol = ComputeVolume(127, 80.0f, dist);
}
TranslateEntity(&m_sMissionAudio.m_vecPos[slot], &vec);
pan = ComputePan(80.f, &vec);
}
SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, slot + 1);
}
}
} else if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_ROK2_01) {
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
} else {
m_sMissionAudio.m_nPlayStatus = PLAY_STATUS_FINISHED;
m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
SampleManager.StopStreamedFile(1);
m_sMissionAudio.m_nMissionAudioCounter = 0;
m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
m_sMissionAudio.m_bIsMobile[slot] = false;
m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
SampleManager.StopStreamedFile(slot + 1);
m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
}
} else {
if (m_nUserPause)
break;
if (nCheckPlayingDelay--) {
if (!SampleManager.IsStreamPlaying(1))
if (nCheckPlayingDelay[slot]--) {
if (!SampleManager.IsStreamPlaying(slot + 1))
break;
nCheckPlayingDelay = 0;
nCheckPlayingDelay[slot] = 0;
}
m_sMissionAudio.field_22 = 1;
m_sMissionAudio.field_22[slot] = 1;
}
break;
default:
@ -5788,15 +5878,32 @@ cAudioManager::ProcessMissionAudio()
}
break;
case LOADING_STATUS_FAILED:
if (++nFramesUntilFailedLoad >= 90) {
nFramesForPretendPlaying = 0;
g_bMissionAudioLoadFailed = true;
nFramesUntilFailedLoad = 0;
m_sMissionAudio.m_nLoadingStatus = LOADING_STATUS_LOADED;
if (++nFramesUntilFailedLoad[slot] >= 90) {
nFramesForPretendPlaying[slot] = 0;
g_bMissionAudioLoadFailed[slot] = true;
nFramesUntilFailedLoad[slot] = 0;
m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_LOADED;
}
break;
default:
break;
}
}
void
cAudioManager::ProcessMissionAudio()
{
if (!m_bIsInitialised) return;
for (int i = 0; i < MISSION_AUDIO_SLOTS; i++)
ProcessMissionAudioSlot(i);
if (m_sMissionAudio.m_bIsMobile[0] || m_sMissionAudio.m_bIsMobile[1])
field_5538 = 64;
else if (field_5538 < 127) {
field_5538 += 5;
if (field_5538 > 127)
field_5538 = 127;
}
}
#pragma endregion All the mission audio stuff

@ -257,7 +257,8 @@ cAudioManager::ResetTimers(uint32 time)
m_nActiveSampleQueue = 0;
}
ClearActiveSamples();
ClearMissionAudio();
ClearMissionAudio(0);
ClearMissionAudio(1);
SampleManager.StopChannel(policeChannel);
SampleManager.SetEffectsFadeVolume(0);
SampleManager.SetMusicFadeVolume(0);
@ -280,7 +281,7 @@ cAudioManager::DestroyAllGameCreatedEntities()
case AUDIOTYPE_PHYSICAL:
case AUDIOTYPE_EXPLOSION:
case AUDIOTYPE_WEATHER:
case AUDIOTYPE_CRANE:
//case AUDIOTYPE_CRANE:
case AUDIOTYPE_GARAGE:
case AUDIOTYPE_FIREHYDRANT:
DestroyEntity(i);

@ -28,6 +28,7 @@ public:
uint8 m_nLoopsRemaining;
bool m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
uint8 field_4C;
int32 m_nReleasingVolumeDivider;
bool m_bIsProcessed;
bool m_bLoopEnded;
@ -35,7 +36,7 @@ public:
int8 m_nVolumeChange;
};
VALIDATE_SIZE(tSound, 92);
VALIDATE_SIZE(tSound, 96);
class CPhysical;
class CAutomobile;
@ -95,19 +96,24 @@ VALIDATE_SIZE(cPedComments, 1164);
class CEntity;
#define MISSION_AUDIO_SLOTS (2)
// So instead of doing cMissionAudio [2] they've added [2] to every field of the struct...
// Only someone with a VERY EXTRAORDINARY mind could have come up with that
class cMissionAudio
{
public:
CVector m_vecPos;
bool m_bPredefinedProperties;
int32 m_nSampleIndex;
uint8 m_nLoadingStatus;
uint8 m_nPlayStatus;
uint8 field_22; // todo find a name
int32 m_nMissionAudioCounter;
bool m_bIsPlayed;
CVector m_vecPos[MISSION_AUDIO_SLOTS];
bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
uint8 field_22[MISSION_AUDIO_SLOTS]; // todo find a name
int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
bool m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool m_bIsMobile[MISSION_AUDIO_SLOTS];
};
VALIDATE_SIZE(cMissionAudio, 32);
VALIDATE_SIZE(cMissionAudio, 0x38);
// name made up
class cAudioScriptObjectManager
@ -188,6 +194,14 @@ public:
CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
cAudioScriptObjectManager m_sAudioScriptObjectManager;
// miami
uint8 field_4B30;
uint8 m_bPlayerMood;
uint32 field_4B34;
uint8 field_rest[4];
uint8 field_4B3C;
cPedComments m_sPedComments;
int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
@ -197,13 +211,19 @@ public:
int32 m_nCollisionEntity;
cAudioCollisionManager m_sCollisionManager;
int32 m_nProjectileEntity;
#ifdef GTA_BRIDGE
int32 m_nBridgeEntity;
#endif
int32 m_nEscalatorEntity;
int32 m_nExtraSoundsEntity;
cMissionAudio m_sMissionAudio;
uint8 field_5538; // something related to phone dialogues
int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
uint32 m_FrameCounter;
uint32 field_5554;
cAudioManager();
~cAudioManager();
@ -213,7 +233,8 @@ public:
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool IsMissionAudioSamplePlaying() const { return m_sMissionAudio.m_nPlayStatus == 1; }
bool IsMissionAudioSamplePlaying(uint8 slot) const;// { return m_sMissionAudio.m_nPlayStatus == 1; }
bool ShouldDuckMissionAudio(uint8 slot) const;
// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample);
@ -227,7 +248,7 @@ public:
void CalculateDistance(bool &condition, float dist);
bool CheckForAnAudioFileOnCD() const;
void ClearActiveSamples();
void ClearMissionAudio();
void ClearMissionAudio(uint8 slot);
void ClearRequestedQueue();
int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
float speedMultiplier) const;
@ -253,7 +274,7 @@ public:
float GetCollisionRatio(float a, float b, float c, float d) const;
float GetDistanceSquared(const CVector &v) const;
int32 GetJumboTaxiFreq() const;
uint8 GetMissionAudioLoadingStatus() const;
uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
int8 GetMissionScriptPoliceAudioPlayingStatus() const;
uint8 GetNum3DProvidersAvailable() const;
int32 GetPedCommentSfx(CPed *ped, int32 sound);
@ -270,12 +291,12 @@ public:
void InitialisePoliceRadioZones();
void InterrogateAudioEntities();
bool IsAudioInitialised() const;
bool IsMissionAudioSampleFinished();
bool IsMissionAudioSampleFinished(uint8 slot);
bool IsMP3RadioChannelAvailable() const;
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
void PlayLoadedMissionAudio();
void PlayLoadedMissionAudio(uint8 slot);
void PlayOneShot(int32 index, int16 sound, float vol);
void PlaySuspectLastSeen(float x, float y, float z);
void PlayerJustGotInCar() const;
@ -283,7 +304,7 @@ public:
void PostInitialiseGameSpecificSetup();
void PostTerminateGameSpecificShutdown();
void PreInitialiseGameSpecificSetup() const;
void PreloadMissionAudio(Const char *name);
void PreloadMissionAudio(uint8 slot, Const char *name);
void PreTerminateGameSpecificShutdown();
/// processX - main logic of adding new sounds
void ProcessActiveQueues();
@ -316,6 +337,7 @@ public:
void ProcessJumboTaxi();
void ProcessLoopingScriptObject(uint8 sound);
void ProcessMissionAudio();
void ProcessMissionAudioSlot(uint8 slot);
void ProcessModelCarEngine(cVehicleParams *params);
void ProcessOneShotScriptObject(uint8 sound);
void ProcessPed(CPhysical *ped);
@ -366,7 +388,7 @@ public:
void SetEffectsMasterVolume(uint8 volume) const;
void SetEntityStatus(int32 id, uint8 status);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
void SetMissionAudioLocation(float x, float y, float z);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;
void SetMonoMode(uint8); // todo (mobile)
void SetMusicFadeVol(uint8 volume) const;
@ -400,7 +422,7 @@ public:
};
#ifdef AUDIO_MSS
static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
#endif
extern cAudioManager AudioManager;

@ -290,39 +290,39 @@ cDMAudio::StopCutSceneMusic(void)
}
void
cDMAudio::PreloadMissionAudio(Const char *missionAudio)
cDMAudio::PreloadMissionAudio(uint8 slot, Const char *missionAudio)
{
AudioManager.PreloadMissionAudio(missionAudio);
AudioManager.PreloadMissionAudio(slot, missionAudio);
}
uint8
cDMAudio::GetMissionAudioLoadingStatus(void)
cDMAudio::GetMissionAudioLoadingStatus(uint8 slot)
{
return AudioManager.GetMissionAudioLoadingStatus();
return AudioManager.GetMissionAudioLoadingStatus(slot);
}
void
cDMAudio::SetMissionAudioLocation(float x, float y, float z)
cDMAudio::SetMissionAudioLocation(uint8 slot, float x, float y, float z)
{
AudioManager.SetMissionAudioLocation(x, y, z);
AudioManager.SetMissionAudioLocation(slot, x, y, z);
}
void
cDMAudio::PlayLoadedMissionAudio(void)
cDMAudio::PlayLoadedMissionAudio(uint8 slot)
{
AudioManager.PlayLoadedMissionAudio();
AudioManager.PlayLoadedMissionAudio(slot);
}
bool
cDMAudio::IsMissionAudioSampleFinished(void)
cDMAudio::IsMissionAudioSampleFinished(uint8 slot)
{
return AudioManager.IsMissionAudioSampleFinished();
return AudioManager.IsMissionAudioSampleFinished(slot);
}
void
cDMAudio::ClearMissionAudio(void)
cDMAudio::ClearMissionAudio(uint8 slot)
{
AudioManager.ClearMissionAudio();
AudioManager.ClearMissionAudio(slot);
}
uint8

@ -76,12 +76,12 @@ public:
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
void PreloadMissionAudio(Const char *missionAudio);
uint8 GetMissionAudioLoadingStatus(void);
void SetMissionAudioLocation(float x, float y, float z);
void PlayLoadedMissionAudio(void);
bool IsMissionAudioSampleFinished(void);
void ClearMissionAudio(void);
void PreloadMissionAudio(uint8 slot, Const char *missionAudio);
uint8 GetMissionAudioLoadingStatus(uint8 slot);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void PlayLoadedMissionAudio(uint8 slot);
bool IsMissionAudioSampleFinished(uint8 slot);
void ClearMissionAudio(uint8 slot);
uint8 GetRadioInCar(void);
void SetRadioInCar(uint32 radio);

@ -524,7 +524,7 @@ cMusicManager::ServiceGameMode()
} else if (dist >= 100.0f) {
int8 volume = ((45.0f - (Sqrt(dist) - 10.0f)) / 45.0f * 100.0f);
int8 pan;
if (AudioManager.IsMissionAudioSamplePlaying())
if (AudioManager.ShouldDuckMissionAudio(0) || AudioManager.ShouldDuckMissionAudio(1))
volume /= 4;
if (volume != 0) {
CVector trVec;
@ -536,7 +536,7 @@ cMusicManager::ServiceGameMode()
if (gRetuneCounter)
volume /= 4;
SampleManager.SetStreamedVolumeAndPan(volume, pan, 0, 0);
} else if (AudioManager.IsMissionAudioSamplePlaying()) {
} else if (AudioManager.ShouldDuckMissionAudio(0) || AudioManager.ShouldDuckMissionAudio(1)) {
SampleManager.SetStreamedVolumeAndPan(25, 63, 0, 0);
} else if (gRetuneCounter) {
SampleManager.SetStreamedVolumeAndPan(25, 63, 0, 0);
@ -544,7 +544,7 @@ cMusicManager::ServiceGameMode()
SampleManager.SetStreamedVolumeAndPan(100, 63, 0, 0);
}
}
} else if (AudioManager.IsMissionAudioSamplePlaying()) {
} else if (AudioManager.ShouldDuckMissionAudio(0) || AudioManager.ShouldDuckMissionAudio(1)) {
SampleManager.SetStreamedVolumeAndPan(25, 63, 0, 0);
nFramesSinceCutsceneEnded = 0;
} else {
@ -830,7 +830,7 @@ cMusicManager::ServiceAnnouncement()
SampleManager.SetStreamedVolumeAndPan(0, 63, 0, 0);
if (SampleManager.StartStreamedFile(m_nAnnouncement, 0, 0)) {
SampleManager.SetStreamedVolumeAndPan(AudioManager.IsMissionAudioSamplePlaying() ? 25 : 100, 63, 0, 0);
SampleManager.SetStreamedVolumeAndPan((AudioManager.IsMissionAudioSamplePlaying(0) || AudioManager.IsMissionAudioSamplePlaying(1)) ? 25 : 100, 63, 0, 0);
m_bAnnouncementInProgress = true;
m_nPreviousStreamedSound = m_nCurrentStreamedSound;
m_nCurrentStreamedSound = m_nAnnouncement;
@ -903,7 +903,7 @@ cMusicManager::ChangeRadioChannel()
return false;
if (!SampleManager.StartStreamedFile(m_nCurrentStreamedSound, GetTrackStartPos(m_nCurrentStreamedSound), 0))
return false;
SampleManager.SetStreamedVolumeAndPan(AudioManager.IsMissionAudioSamplePlaying() ? 25 : 100, 63, 0, 0);
SampleManager.SetStreamedVolumeAndPan((AudioManager.IsMissionAudioSamplePlaying(0) || AudioManager.IsMissionAudioSamplePlaying(1)) ? 25 : 100, 63, 0, 0);
}
return true;
}

@ -1267,18 +1267,21 @@ enum AudioEntityHandle {
enum eAudioType : int32
{
AUDIOTYPE_PHYSICAL = 0,
AUDIOTYPE_EXPLOSION = 1,
AUDIOTYPE_FIRE = 2,
AUDIOTYPE_WEATHER = 3,
AUDIOTYPE_CRANE = 4,
AUDIOTYPE_SCRIPTOBJECT = 5,
AUDIOTYPE_BRIDGE = 6,
AUDIOTYPE_COLLISION = 7,
AUDIOTYPE_FRONTEND = 8,
AUDIOTYPE_PROJECTILE = 9,
AUDIOTYPE_GARAGE = 10,
AUDIOTYPE_FIREHYDRANT = 11,
AUDIOTYPE_WATERCANNON = 12,
AUDIOTYPE_POLICERADIO = 13,
TOTAL_AUDIO_TYPES = 14,
AUDIOTYPE_EXPLOSION,
AUDIOTYPE_FIRE,
AUDIOTYPE_WEATHER,
AUDIOTYPE_SCRIPTOBJECT,
#ifdef GTA_BRIDGE
AUDIOTYPE_BRIDGE,
#endif
AUDIOTYPE_COLLISION,
AUDIOTYPE_FRONTEND,
AUDIOTYPE_PROJECTILE,
AUDIOTYPE_GARAGE,
AUDIOTYPE_FIREHYDRANT,
AUDIOTYPE_WATERCANNON,
AUDIOTYPE_ESCALATOR,
AUDIOTYPE_EXTRA_SOUNDS,
AUDIOTYPE_POLICERADIO,
TOTAL_AUDIO_TYPES,
};

@ -105,7 +105,7 @@ enum
#define MAX2DCHANNELS 1
#define CHANNEL2D MAXCHANNELS
#define MAX_STREAMS 2
#define MAX_STREAMS 3
#define DIGITALRATE 32000
#define DIGITALBITS 16

@ -193,15 +193,15 @@ CGameLogic::Update()
pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_LOADING;
char name[12];
sprintf(name, pPlayerInfo.m_nCurrentBustedAudio >= 10 ? "bust_%d" : "bust_0%d", pPlayerInfo.m_nCurrentBustedAudio);
DMAudio.ClearMissionAudio(); // TODO(MIAMI): argument is 0
DMAudio.PreloadMissionAudio(name); // TODO(MIAMI): argument is 0
DMAudio.ClearMissionAudio(0);
DMAudio.PreloadMissionAudio(0, name);
pPlayerInfo.m_nCurrentBustedAudio = pPlayerInfo.m_nCurrentBustedAudio % 28 + 1; // enum? const? TODO
}
}
if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 4000 &&
pPlayerInfo.m_nBustedAudioStatus == BUSTEDAUDIO_LOADING &&
DMAudio.GetMissionAudioLoadingStatus() == 1) { // TODO: argument is 0
DMAudio.PlayLoadedMissionAudio(); // TODO: argument is 0
DMAudio.GetMissionAudioLoadingStatus(0) == 1) {
DMAudio.PlayLoadedMissionAudio(0);
pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_DONE;
}

@ -318,8 +318,8 @@ void CMissionCleanup::Process()
//CSpecialFX::bLiftCam = false;
//CSpecialFX::bVideoCam = false;
//CTimeCycle::StopExtraColour(0);
// TODO(MIAMI): change this to loop when it supports parameters
DMAudio.ClearMissionAudio();
for (int i = 0; i < MISSION_AUDIO_SLOTS; i++)
DMAudio.ClearMissionAudio(i);
CWeather::ReleaseWeather();
for (int i = 0; i < NUM_OF_SPECIAL_CHARS; i++)
CStreaming::SetMissionDoesntRequireSpecialChar(i);
@ -8662,42 +8662,24 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
strncpy(str, (char*)&CTheScripts::ScriptSpace[m_nIp], KEY_LENGTH_IN_SCRIPT);
for (int i = 0; i < KEY_LENGTH_IN_SCRIPT; i++)
Nick007J commented 5 years ago (Migrated from github.com)
Review

this needs to be removed too

this needs to be removed too
str[i] = tolower(str[i]);
static bool bShowed = false;
m_nIp += KEY_LENGTH_IN_SCRIPT;
if (!bShowed) {
debug("LOAD_MISSION_AUDIO not implemented\n");
bShowed = true;
}
//DMAudio.PreloadMissionAudio(str);
DMAudio.PreloadMissionAudio(ScriptParams[0] - 1, str);
return 0;
}
case COMMAND_HAS_MISSION_AUDIO_LOADED:
{
CollectParameters(&m_nIp, 1);
static bool bShowed = false;
if (!bShowed) {
debug("HAS_MISSION_AUDIO_LOADED not implemented, default to TRUE\n");
bShowed = true;
}
UpdateCompareFlag(true);
//UpdateCompareFlag(DMAudio.GetMissionAudioLoadingStatus() == 1);
UpdateCompareFlag(DMAudio.GetMissionAudioLoadingStatus(ScriptParams[0] - 1) == 1);
return 0;
}
case COMMAND_PLAY_MISSION_AUDIO:
CollectParameters(&m_nIp, 1);
debug("PLAY_MISSION_AUDIO doesn't support parameter yet, skipping\n");
//DMAudio.PlayLoadedMissionAudio();
DMAudio.PlayLoadedMissionAudio(ScriptParams[0] - 1);
return 0;
case COMMAND_HAS_MISSION_AUDIO_FINISHED:
{
CollectParameters(&m_nIp, 1);
static bool bShowed = false;
if (!bShowed) {
debug("HAS_MISSION_AUDIO_FINISHED not implemented, default to TRUE\n");
bShowed = true;
}
UpdateCompareFlag(true);
//UpdateCompareFlag(DMAudio.IsMissionAudioSampleFinished());
UpdateCompareFlag(DMAudio.IsMissionAudioSampleFinished(ScriptParams[0] - 1));
return 0;
}
case COMMAND_GET_CLOSEST_CAR_NODE_WITH_HEADING:
@ -8735,12 +8717,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
{
CollectParameters(&m_nIp, 4);
CVector pos = *(CVector*)&ScriptParams[1];
static bool bShowed = false;
if (!bShowed) {
debug("SET_MISSION_AUDIO_POSITION not implemented\n");
bShowed = true;
}
//DMAudio.SetMissionAudioLocation(pos.x, pos.y, pos.z);
DMAudio.SetMissionAudioLocation(ScriptParams[0] - 1, pos.x, pos.y, pos.z);
return 0;
}
case COMMAND_ACTIVATE_SAVE_MENU:

@ -126,9 +126,9 @@ enum Config {
NUM_SOUNDS_SAMPLES_BANKS = 2,
NUM_SOUNDS_SAMPLES_SLOTS = 27,
NUM_AUDIOENTITIES = 200,
NUM_AUDIOENTITIES = 250,
NUM_AUDIO_REFLECTIONS = 5,
NUM_AUDIO_REFLECTIONS = 8,
NUM_SCRIPT_MAX_ENTITIES = 40,
NUM_GARAGE_STORED_CARS = 4,

@ -84,9 +84,6 @@ void CCranes::AddThisOneCrane(CEntity* pEntity)
pCrane->m_nTimeForNextCheck = 0;
pCrane->m_nCraneState = CCrane::IDLE;
pCrane->m_bWasMilitaryCrane = false;
pCrane->m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[NumCranes]);
if (pCrane->m_nAudioEntity >= 0)
DMAudio.SetEntityStatus(pCrane->m_nAudioEntity, 1);
pCrane->m_bIsTop = (MODELID_CRANE_1 != pEntity->GetModelIndex());
#if 0
// Is this used to avoid military crane?
@ -669,11 +666,11 @@ void CCranes::Load(uint8* buf, uint32 size)
if (pCrane->m_pVehiclePickedUp != nil)
pCrane->m_pVehiclePickedUp = CPools::GetVehiclePool()->GetSlot((uintptr)pCrane->m_pVehiclePickedUp - 1);
}
for (int i = 0; i < NUM_CRANES; i++) {
/*for (int i = 0; i < NUM_CRANES; i++) {
aCranes[i].m_nAudioEntity = DMAudio.CreateEntity(AUDIOTYPE_CRANE, &aCranes[i]);
if (aCranes[i].m_nAudioEntity != 0)
DMAudio.SetEntityStatus(aCranes[i].m_nAudioEntity, 1);
}
}*/
VALIDATESAVEBUF(size);
}