re3-mirror/src/audio/AudioManager.h

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#pragma once
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PolRadio.h"
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#include "VehicleModelInfo.h"
#include "Vehicle.h"
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class tSound
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{
public:
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int32 m_nEntityIndex;
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int32 m_nCounter;
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int32 m_nSampleIndex;
uint8 m_nBankIndex;
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bool8 m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
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float m_fDistance;
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int32 m_nLoopCount;
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#ifndef GTA_PS2
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int32 m_nLoopStart;
int32 m_nLoopEnd;
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#endif
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool8 m_bReverbFlag;
uint8 m_nLoopsRemaining;
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bool8 m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
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uint8 field_4C;
int32 m_nReleasingVolumeDivider;
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bool8 m_bIsProcessed;
bool8 m_bLoopEnded;
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int32 m_nCalculatedVolume;
int8 m_nVolumeChange;
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};
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VALIDATE_SIZE(tSound, 96);
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class CPhysical;
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class CAutomobile;
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class tAudioEntity
{
public:
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eAudioType m_nType;
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void *m_pEntity;
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bool8 m_bIsUsed;
uint8 m_bStatus;
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int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
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uint8 m_AudioEvents;
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};
VALIDATE_SIZE(tAudioEntity, 40);
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class tPedComment
{
public:
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uint32 m_nSampleIndex;
int32 m_nEntityIndex;
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CVector m_vecPos;
float m_fDistance;
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uint8 m_bVolume;
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int8 m_nProcess;
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};
VALIDATE_SIZE(tPedComment, 28);
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class cPedComments
{
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public:
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tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
uint8 m_nActiveBank;
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#ifdef GTA_PC
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bool8 m_bDelay;
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uint32 m_nDelayTimer;
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#endif
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cPedComments()
{
for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
m_asPedComments[j][i].m_nProcess = -1;
m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
}
for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
m_nCommentsInBank[i] = 0;
m_nActiveBank = 0;
}
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void Add(tPedComment *com); // done
void Process(); // done
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};
VALIDATE_SIZE(cPedComments, 0x490);
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class CEntity;
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#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
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class cMissionAudio
{
public:
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CVector m_vecPos[MISSION_AUDIO_SLOTS];
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bool8 m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
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int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlaying[MISSION_AUDIO_SLOTS];
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int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
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bool8 m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool8 m_bIsMobile[MISSION_AUDIO_SLOTS];
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};
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VALIDATE_SIZE(cMissionAudio, 0x38);
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// name made up
class cAudioScriptObjectManager
{
public:
int32 m_anScriptObjectEntityIndices[NUM_SCRIPT_MAX_ENTITIES];
int32 m_nScriptObjectEntityTotal;
cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
~cAudioScriptObjectManager() { m_nScriptObjectEntityTotal = 0; }
};
class cTransmission;
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class CPlane;
class CVehicle;
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class CPed;
class cPedParams
{
public:
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bool8 m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
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cPedParams()
{
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
m_pPed = nil;
}
};
class cVehicleParams
{
public:
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int32 m_VehicleType;
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bool8 m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
int32 m_nIndex;
float m_fVelocityChange;
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cVehicleParams()
{
m_VehicleType = -1;
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
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m_pVehicle = nil;
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m_pTransmission = nil;
m_nIndex = 0;
m_fVelocityChange = 0.0f;
}
};
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VALIDATE_SIZE(cVehicleParams, 0x1C);
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enum {
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REFLECTION_NORTH = 0,
REFLECTION_SOUTH,
REFLECTION_WEST,
REFLECTION_EAST,
REFLECTION_CEIL_NORTH,
REFLECTION_CEIL_SOUTH,
REFLECTION_CEIL_WEST,
REFLECTION_CEIL_EAST,
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MAX_REFLECTIONS,
};
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class cAudioManager
{
public:
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bool8 m_bIsInitialised;
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uint8 m_bReverb; // unused
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bool8 m_bFifthFrameFlag;
uint8 m_nActiveSamples;
uint8 field_4; // unused
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bool8 m_bDynamicAcousticModelingStatus;
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int8 field_6;
float m_fSpeedOfSound;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
tSound m_sQueueSample;
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uint8 m_nActiveSampleQueue;
tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC];
uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
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cAudioScriptObjectManager m_sAudioScriptObjectManager;
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// miami
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bool8 m_bIsPlayerShutUp;
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uint8 m_nPlayerMood;
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uint32 m_nPlayerMoodTimer;
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uint8 field_rest[4];
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bool8 m_bGenericSfx;
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cPedComments m_sPedComments;
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int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
int32 m_nPoliceChannelEntity;
cPoliceRadioQueue m_sPoliceRadioQueue;
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int32 m_nFrontEndEntity;
int32 m_nCollisionEntity;
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cAudioCollisionManager m_sCollisionManager;
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int32 m_nProjectileEntity;
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#ifdef GTA_BRIDGE
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int32 m_nBridgeEntity;
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#endif
int32 m_nEscalatorEntity;
int32 m_nExtraSoundsEntity;
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cMissionAudio m_sMissionAudio;
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uint8 field_5538; // something related to phone dialogues
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int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
uint32 m_FrameCounter;
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cAudioManager();
~cAudioManager();
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// getters
uint32 GetFrameCounter() const { return m_FrameCounter; } // done
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool8 ShouldDuckMissionAudio(uint8 slot) const;
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// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
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void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping); // done
void AddReflectionsToRequestedQueue(); // done
void AddReleasingSounds(); // done
void AddSampleToRequestedQueue(); // done
void AgeCrimes(); // done (inlined in vc)
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void CalculateDistance(bool8 &condition, float dist); // done
bool8 CheckForAnAudioFileOnCD() const; // done
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void ClearActiveSamples(); // done
void ClearMissionAudio(uint8 slot); // done (inlined in vc)
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void ClearRequestedQueue(); // done (inlined in vc)
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
int32 ComputePan(float, CVector *); // done
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
int32 CreateEntity(eAudioType type, void *entity); // done
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void DestroyAllGameCreatedEntities(); // done
void DestroyEntity(int32 id); // done (inlined in vc)
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void DoPoliceRadioCrackle(); // done
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// functions returning talk sfx,
// order from GetPedCommentSfx
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uint32 GetPlayerTalkSfx(CPed *ped, int16 sound);
uint32 GetCopTalkSfx(CPed *ped, int16 sound);
uint32 GetSwatTalkSfx(CPed *ped, int16 sound);
uint32 GetFBITalkSfx(CPed *ped, int16 sound);
uint32 GetArmyTalkSfx(CPed *ped, int16 sound);
uint32 GetMedicTalkSfx(CPed *ped, int16 sound);
uint32 GetFiremanTalkSfx(CPed *ped, int16 sound);
uint32 GetDefaultTalkSfx(CPed *ped, int16 sound);
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// LCS: Do not delete, some of these are still used
//uint32 GetHFYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetHFORITalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetHMORITalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHFOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYMDTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYCGTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFYPRTalkSfx(CPed *ped, int16 sound);
//uint32 GetHFOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMYAPTalkSfx(CPed *ped, int16 sound);
//uint32 GetHMOCATalkSfx(CPed *ped, int16 sound);
//uint32 GetBMODKTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYCRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetBFORITalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBFOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBMOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFYPRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBFOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYPITalkSfx(CPed *ped, int16 sound);
//uint32 GetBMYBBTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYCRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOSTTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetWFORITalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYRITalkSfx(CPed *ped, int16 sound);
//uint32 GetWMORITalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOBETalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYCWTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYGOTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOGOTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOGOTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYLGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYLGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOBUTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYPRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOTRTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYPITalkSfx(CPed *ped, int16 sound);
//uint32 GetWMOCATalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYJGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYJGTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYSKTalkSfx(CPed *ped, int16 sound);
//uint32 GetWMYSKTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYSHTalkSfx(CPed *ped, int16 sound);
//uint32 GetWFOSHTalkSfx(CPed *ped, int16 sound);
//uint32 GetJFOTOTalkSfx(CPed *ped, int16 sound);
//uint32 GetJMOTOTalkSfx(CPed *ped, int16 sound);
//uint32 GetCBTalkSfx(CPed *ped, int16 sound);
//uint32 GetHNTalkSfx(CPed *ped, int16 sound);
//uint32 GetSGTalkSfx(CPed *ped, int16 sound);
//uint32 GetCLTalkSfx(CPed *ped, int16 sound);
//uint32 GetGDTalkSfx(CPed *ped, int16 sound);
//uint32 GetBKTalkSfx(CPed *ped, int16 sound);
//uint32 GetPGTalkSfx(CPed *ped, int16 sound);
//uint32 GetVICETalkSfx(CPed *ped, int16 sound, int16 model);
//uint32 GetWFYG1TalkSfx(CPed *ped, int16 sound);
//uint32 GetWFYG2TalkSfx(CPed *ped, int16 sound);
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uint32 GetGenericMaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const; // done
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char GetCDAudioDriveLetter() const; // done
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int8 GetCurrent3DProviderIndex() const; // done
int8 AutoDetect3DProviders() const; // done
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const; // done
float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc)
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
int32 GetJumboTaxiFreq() const; // done (inlined in vc)
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done
uint8 GetNum3DProvidersAvailable() const; // done
uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
float velocityChange); // done
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
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bool8 HasAirBrakes(int32 model) const; // done
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void Initialise(); // done
void InitialisePoliceRadio(); // done
void InitialisePoliceRadioZones(); // done
void InterrogateAudioEntities(); // done (inlined)
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bool8 IsAudioInitialised() const; // done
bool8 IsMissionAudioSampleFinished(uint8 slot); // done
bool8 IsMP3RadioChannelAvailable() const; // done
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bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, uint16 sound, float vol); // done
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void PlaySuspectLastSeen(float x, float y, float z); // done
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void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done
void PostInitialiseGameSpecificSetup(); // done
void PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); // done
void PreTerminateGameSpecificShutdown(); // done
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/// processX - main logic of adding new sounds
void ProcessActiveQueues(); // done
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bool8 ProcessAirBrakes(cVehicleParams& params); // done
bool8 ProcessBoatEngine(cVehicleParams& params);
bool8 ProcessBoatMovingOverWater(cVehicleParams& params); //done
#ifdef GTA_BRIDGE
void ProcessBridge(); // done(bcs not exists in VC)
void ProcessBridgeMotor(); // done(bcs not exists in VC)
void ProcessBridgeOneShots(); // done(bcs not exists in VC)
void ProcessBridgeWarning(); // done(bcs not exists in VC)
#endif
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bool8 ProcessCarBombTick(cVehicleParams& params); // done
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void ProcessCarHeli(cVehicleParams& params); // done
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void ProcessCesna(cVehicleParams& params); // done
//void ProcessCrane(); // done(bcs not exists in VC)
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bool8 ProcessEngineDamage(cVehicleParams& params); // done
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void ProcessEntity(int32 sound); // done
void ProcessExplosions(int32 explosion); // done
void ProcessFireHydrant(); // done
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void ProcessFires(int32 entity); // done
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void ProcessFrontEnd(); // done
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void ProcessGarages(); // done
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void ProcessJumbo(cVehicleParams& params); // done
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void ProcessJumboAccel(CPlane *plane); // done
void ProcessJumboDecel(CPlane *plane); // done
void ProcessJumboFlying(); // done
void ProcessJumboLanding(CPlane *plane); // done
void ProcessJumboTakeOff(CPlane *plane); // done
void ProcessJumboTaxi(); // done
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void ProcessLoopingScriptObject(uint8 sound); // done
void ProcessMissionAudio(); // done
void ProcessMissionAudioSlot(uint8 slot); // done
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void ProcessModelHeliVehicle(cVehicleParams& params); // done
void ProcessModelVehicle(cVehicleParams& params); // done
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void ProcessOneShotScriptObject(uint8 sound); //
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void ProcessPed(CPhysical *ped); // done
void ProcessPedOneShots(cPedParams &params); //
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void ProcessPhysical(int32 id); // done
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void ProcessPlane(cVehicleParams& params); // done
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void ProcessPlayerMood(); // done
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void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done
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void ProcessProjectiles(); // done
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void ProcessRainOnVehicle(cVehicleParams& params); // done
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void ProcessReverb() const; // done
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bool8 ProcessReverseGear(cVehicleParams& params); // done
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void ProcessScriptObject(int32 id); // done
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void ProcessSpecial(); // done
#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams &params); //done(bcs not exists in VC)
#endif
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void ProcessVehicle(CVehicle *vehicle); // done
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bool8 ProcessVehicleDoors(cVehicleParams &params); // done
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void ProcessVehicleEngine(cVehicleParams &params); // done
void ProcessVehicleFlatTyre(cVehicleParams &params); // done
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bool8 ProcessVehicleHorn(cVehicleParams &params); // done
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void ProcessVehicleOneShots(cVehicleParams &params); // done
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bool8 ProcessVehicleReverseWarning(cVehicleParams &params); // done
bool8 ProcessVehicleRoadNoise(cVehicleParams &params); // done
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params); // done
bool8 ProcessVehicleSkidding(cVehicleParams &params); // done
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void ProcessWaterCannon(int32); // done
void ProcessWeather(int32 id); // done
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bool8 ProcessWetRoadNoise(cVehicleParams& params); // done
void ProcessEscalators(); // done
void ProcessExtraSounds(); // done
int32 RandomDisplacement(uint32 seed) const; // done
void ReacquireDigitalHandle() const; // done
void ReleaseDigitalHandle() const; // done
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
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void ReportCrime(eCrimeType crime, const CVector &pos); // done
void ResetAudioLogicTimers(uint32 timer); // done
void ResetPoliceRadio(); // done
void ResetTimers(uint32 time); // done
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void Service(); // done
void ServiceCollisions(); // done
void ServicePoliceRadio(); // done
void ServicePoliceRadioChannel(uint8 wantedLevel); // done
void ServiceSoundEffects(); // done
int8 SetCurrent3DProvider(uint8 which); // done
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void SetDynamicAcousticModelingStatus(bool8 status); // done
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void SetEffectsFadeVol(uint8 volume) const; // done
void SetEffectsMasterVolume(uint8 volume) const; // done
void SetMP3BoostVolume(uint8 volume) const; // done
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void SetEntityStatus(int32 id, bool8 status); // done
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
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void SetMonoMode(bool8 mono); // done
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void SetMusicFadeVol(uint8 volume) const; // done
void SetMusicMasterVolume(uint8 volume) const; // done
void SetSpeakerConfig(int32 conf) const; // done
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
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bool8 SetupCrimeReport(); // done
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq); // done
bool8 SetupJumboFlySound(uint8 emittingVol); // done
bool8 SetupJumboRumbleSound(uint8 emittingVol); // done
bool8 SetupJumboTaxiSound(uint8 vol); // done
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
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void SetupPedComments(cPedParams &params, uint16 sound); // done
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void SetupSuspectLastSeenReport();
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void Terminate(); // done
void TranslateEntity(Const CVector *v1, CVector *v2) const; // done
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void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
void UpdateReflections(); // done
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bool8 UsesReverseWarning(int32 model) const; // done
bool8 UsesSiren(cVehicleParams &params) const; // done
bool8 UsesSirenSwitching(cVehicleParams &params) const; // done
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CVehicle *FindVehicleOfPlayer(); // done
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void SetPedTalkingStatus(CPed *ped, bool8 status); // done
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void SetPlayersMood(uint8 mood, uint32 time); // done
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume(); // done (inlined)
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined)
#endif
};
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//#ifdef AUDIO_MSS
//static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
//#endif
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What were they thinking?
*/
#ifndef GTA_PS2
#define RESET_LOOP_OFFSETS \
m_sQueueSample.m_nLoopStart = 0; \
m_sQueueSample.m_nLoopEnd = -1;
#define SET_LOOP_OFFSETS(sample) \
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample);
#else
#define RESET_LOOP_OFFSETS
#define SET_LOOP_OFFSETS(sample)
#endif
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extern cAudioManager AudioManager;