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https://github.com/GTAmodding/re3.git
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road noise
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894a1ae93a
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97fc5224e7
@ -972,7 +972,7 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams *params)
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bool
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cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
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cAudioManager::ProcessVehicleRoadNoise(cVehicleParams* params)
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{
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const float SOUND_INTENSITY = 95.0f;
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@ -981,51 +981,66 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
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float modificator;
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int sampleFreq;
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float velocity;
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uint8 wheelsOnGround;
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if (params->m_fDistance >= SQR(SOUND_INTENSITY))
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return false;
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if (params->m_pTransmission != nil) {
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if (((CAutomobile*)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) {
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velocity = Abs(params->m_fVelocityChange);
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if (velocity > 0.0f) {
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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emittingVol = 30.f * Min(1.f, velocity / (0.5f * params->m_pTransmission->fMaxVelocity));
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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if (params->m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) {
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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freq = 6050 * emittingVol / 30 + 16000;
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
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modificator = m_sQueueSample.m_fDistance / 190.f;
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sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4);
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}
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m_sQueueSample.m_nFrequency = freq;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 4;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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if (params->m_fDistance >= SQR(SOUND_INTENSITY))
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return false;
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switch (params->m_VehicleType) {
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case VEHICLE_TYPE_CAR:
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wheelsOnGround = ((CAutomobile*)params->m_pVehicle)->m_nWheelsOnGround;
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break;
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case VEHICLE_TYPE_BIKE:
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wheelsOnGround = ((CBike*)params->m_pVehicle)->m_nWheelsOnGround;
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break;
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default:
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wheelsOnGround = 4;
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break;
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}
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if (params->m_pTransmission == nil || wheelsOnGround == 0)
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return true;
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velocity = Abs(params->m_fVelocityChange);
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if (velocity > 0.0f) {
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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emittingVol = 30.f * Min(1.f, velocity / (0.5f * params->m_pTransmission->fMaxVelocity));
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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if (params->m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) {
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m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
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freq = 6050 * emittingVol / 30 + 16000;
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
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modificator = (m_sQueueSample.m_fDistance / 95.0f) * 0.5f; //mb SOUND_INTENSITY?
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sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4);
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}
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m_sQueueSample.m_nFrequency = freq;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 4;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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}
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return true;
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}
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bool
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cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
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cAudioManager::ProcessWetRoadNoise(cVehicleParams* params)
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{
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const float SOUND_INTENSITY = 30.0f;
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@ -1033,42 +1048,54 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
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int32 emittingVol;
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float modificator;
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int freq;
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float velChange;
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float velocity;
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uint8 wheelsOnGround;
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if (params->m_fDistance >= SQR(SOUND_INTENSITY))
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return false;
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if (params->m_pTransmission != nil) {
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if (((CAutomobile *)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) {
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velChange = Abs(params->m_fVelocityChange);
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if (velChange > 0.f) {
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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relativeVelocity = Min(1.0f, velChange / (0.5f * params->m_pTransmission->fMaxVelocity));
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emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 1;
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m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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modificator = m_sQueueSample.m_fDistance / 6.f;
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freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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m_sQueueSample.m_nFrequency = freq + freq * modificator;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 4;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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}
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switch (params->m_VehicleType) {
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case VEHICLE_TYPE_CAR:
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wheelsOnGround = ((CAutomobile*)params->m_pVehicle)->m_nWheelsOnGround;
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break;
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case VEHICLE_TYPE_BIKE:
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wheelsOnGround = ((CBike*)params->m_pVehicle)->m_nWheelsOnGround;
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break;
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default:
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wheelsOnGround = 4;
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break;
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}
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if (params->m_pTransmission == nil || wheelsOnGround == 0)
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return true;
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velocity = Abs(params->m_fVelocityChange);
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if (velocity > 0.0f) {
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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relativeVelocity = Min(1.0f, velocity / (0.5f * params->m_pTransmission->fMaxVelocity));
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emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 1;
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m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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modificator = (m_sQueueSample.m_fDistance / 30.0f) * 0.5f; //need recheck in III, mb sount_intensity?
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freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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m_sQueueSample.m_nFrequency = freq + freq * modificator;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 6.0f;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 4;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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}
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return true;
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}
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@ -2132,13 +2159,15 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
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const float SOUND_INTENSITY = 50.0f;
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CVehicle *veh = params->m_pVehicle;
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uint8 volume;
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if (params->m_fDistance >= SQR(SOUND_INTENSITY))
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return false;
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if (veh->bEngineOn && veh->m_fGasPedal < 0.0f) {
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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volume = veh->bIsDrowning ? 15 : 60;
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m_sQueueSample.m_nVolume = ComputeVolume(volume, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 12;
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m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING;
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@ -2147,7 +2176,7 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = 60;
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m_sQueueSample.m_nEmittingVolume = 60; //mb bug?
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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@ -2803,6 +2832,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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}
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}
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}
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#ifdef GTA_TRAIN
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bool
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cAudioManager::ProcessTrainNoise(cVehicleParams *params)
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@ -361,13 +361,13 @@ public:
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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bool ProcessVehicleHorn(cVehicleParams *params); // done
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void ProcessVehicleOneShots(cVehicleParams *params); //
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bool ProcessVehicleReverseWarning(cVehicleParams *params); //
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bool ProcessVehicleRoadNoise(cVehicleParams *params); //
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bool ProcessVehicleReverseWarning(cVehicleParams *params); // done
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bool ProcessVehicleRoadNoise(cVehicleParams *params); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // done
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bool ProcessVehicleSkidding(cVehicleParams *params); //
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void ProcessWaterCannon(int32); //
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void ProcessWeather(int32 id); // done
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bool ProcessWetRoadNoise(cVehicleParams *params); //
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bool ProcessWetRoadNoise(cVehicleParams *params); // done
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void ProcessEscalators(); // done
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void ProcessExtraSounds(); // done
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