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author | Sergeanur <s.anureev@yandex.ua> | 2021-08-20 12:02:58 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-20 12:02:58 +0200 |
commit | c168786b421a18f66202faa481a2570ef33f9708 (patch) | |
tree | d90b026c1130b880aef3cf8d78168dbe41446586 /src/audio/AudioManager.h | |
parent | CAutomobile fixes (diff) | |
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Diffstat (limited to 'src/audio/AudioManager.h')
-rw-r--r-- | src/audio/AudioManager.h | 72 |
1 files changed, 41 insertions, 31 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index ed920cab..662e929e 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -7,49 +7,59 @@ class tSound { public: - int32 m_nEntityIndex; + int32 m_nEntityIndex; // audio entity index #if GTA_VERSION >= GTA3_PC_10 - uint32 m_nCounter; + uint32 m_nCounter; // I'm not sure what this is but it looks like a virtual counter to determine the same sound in queue + // Values higher than 255 are used by reflections #else uint8 m_nCounter; #endif - uint32 m_nSampleIndex; - uint8 m_nBankIndex; - bool8 m_bIs2D; - uint32 m_nReleasingVolumeModificator; - uint32 m_nFrequency; - uint8 m_nVolume; - float m_fDistance; - uint32 m_nLoopCount; + uint32 m_nSampleIndex; // An index of sample from AudioSamples.h + uint8 m_nBankIndex; // A sound bank index. IDK what's the point of it here since samples are hardcoded anyway + bool8 m_bIs2D; // If TRUE then sound is played in 2D space (such as frontend or police radio) + uint32 m_nPriority; // The multiplier for the sound priority (see m_nFinalPriority below). Lesser value means higher priority + uint32 m_nFrequency; // Sound frequency, plain and simple + uint8 m_nVolume; // Sound volume (0..127), only used as an actual volume without EXTERNAL_3D_SOUND (see m_nEmittingVolume) + float m_fDistance; // Distance to camera (useless if m_bIs2D == TRUE) + uint32 m_nLoopCount; // 0 - always loop, 1 - don't loop, other values never seen #ifndef GTA_PS2 + // Loop offsets uint32 m_nLoopStart; int32 m_nLoopEnd; #endif #ifdef EXTERNAL_3D_SOUND - uint8 m_nEmittingVolume; + uint8 m_nEmittingVolume; // The volume in 3D space, provided to 3D audio engine #endif - float m_fSpeedMultiplier; + float m_fSpeedMultiplier; // Used for doppler effect. 0.0f - unaffected by doppler #if GTA_VERSION >= GTA3_PC_10 - float m_SoundIntensity; + float m_MaxDistance; // The maximum distance at which sound could be heard. Minimum distance = MaxDistance / 5 or MaxDistance / 4 in case of emitting volume (useless if m_bIs2D == TRUE) #else - uint32 m_SoundIntensity; + uint32 m_MaxDistance; #endif - bool8 m_bReleasingSoundFlag; - CVector m_vecPos; - bool8 m_bReverbFlag; + bool8 m_bStatic; // If TRUE then sound parameters cannot be changed during playback (frequency, position, etc.) + CVector m_vecPos; // Position of sound in 3D space. Unused if m_bIs2D == TRUE + bool8 m_bReverb; // Toggles reverb effect #ifdef AUDIO_REFLECTIONS - uint8 m_nLoopsRemaining; - bool8 m_bRequireReflection; // Used for oneshots + uint8 m_nReflectionDelay; // Number of frames before reflection could be played. This is calculated internally by AudioManager and shouldn't be set by queued sample + bool8 m_bReflections; // Add sound reflections #endif - uint8 m_nOffset; - uint32 m_nReleasingVolumeDivider; - bool8 m_bIsProcessed; - bool8 m_bLoopEnded; + uint8 m_nPan; // Sound panning (0-127). Controls the volume of the playback coming from left and right speaker. Calculated internally unless m_bIs2D==TRUE. + // 0 = L 100% R 0% + // 63 = L 100% R 100% + // 127 = L 0% R 100% + uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued). + // This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager + + // all fields below are internal to AudioManager calculations and aren't set by queued sample + bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten + bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free #if GTA_VERSION < GTA3_PC_10 - int32 unk; // only on PS2, seems unused + int32 unk; // Only on PS2, used by static non-looped sounds (AFAIK) + // Looks like it's keeping a number of frames left to play with the purpose of setting m_bIsPlayingFinished=TRUE once value reaches 0 + // Default value is -3 for whatever reason #endif - uint32 m_nCalculatedVolume; - int8 m_nVolumeChange; + uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority + int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame. Has no effect with EXTERNAL_3D_SOUND }; VALIDATE_SIZE(tSound, 92); @@ -208,8 +218,8 @@ class cAudioManager { public: bool8 m_bIsInitialised; - bool8 m_bReverb; // unused - bool8 m_bFifthFrameFlag; + bool8 m_bIsSurround; // unused until VC + bool8 m_bReduceReleasingPriority; uint8 m_nActiveSamples; bool8 m_bDoubleVolume; // unused #if GTA_VERSION >= GTA3_PC_10 @@ -288,7 +298,7 @@ public: void ServiceSoundEffects(); uint32 FL(float f); // not used - uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance); + uint8 ComputeVolume(uint8 emittingVolume, float maxDistance, float distance); void TranslateEntity(Const CVector *v1, CVector *v2); int32 ComputePan(float, CVector *); uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier); // inlined on PS2 @@ -309,7 +319,7 @@ public: #ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well void AdjustSamplesVolume(); - uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); + uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float dist); #endif // audio logic @@ -553,7 +563,7 @@ public: #define SET_EMITTING_VOLUME(vol) #endif #ifdef AUDIO_REFLECTIONS -#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bRequireReflection = b +#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bReflections = b #else #define SET_SOUND_REFLECTION(b) #endif |