diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index e709a51d..1f8bf981 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -44,6 +44,7 @@ #include "Script.h" #include "Wanted.h" #include "KeyGen.h" +#include "Ferry.h" void cAudioManager::PreInitialiseGameSpecificSetup() @@ -554,6 +555,11 @@ enum TRAIN_NOISE_NEAR_MAX_DIST = 70, TRAIN_NOISE_VOLUME = 70, + FERRY_NOISE_MAX_DIST = 70, + FERRY_NOISE_WATER_VOLUME = 30, + FERRY_NOISE_ENGINE_MAX_DIST = 160, + FERRY_NOISE_ENGINE_VOLUME = 40, + BOAT_ENGINE_MAX_DIST = 90, BOAT_ENGINE_REEFER_IDLE_VOLUME = 80, @@ -1084,10 +1090,10 @@ cAudioManager::ProcessVehicle(CVehicle* veh) ProcessVehicleOneShots(params); break; #ifdef GTA_TRAIN - case VEHICLE_TYPE_TRAIN: - ProcessTrainNoise(params); - ProcessVehicleOneShots(params); - break; + case VEHICLE_TYPE_TRAIN: + ProcessTrainNoise(params); + ProcessVehicleOneShots(params); + break; #endif case VEHICLE_TYPE_HELI: ProcessCarHeli(params); @@ -1114,6 +1120,10 @@ cAudioManager::ProcessVehicle(CVehicle* veh) ProcessVehicleOneShots(params); ((CBike*)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange; break; + case VEHICLE_TYPE_FERRY: + ProcessFerryNoise(params); + ProcessVehicleOneShots(params); + break; default: break; } @@ -3726,6 +3736,91 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params) return FALSE; } #endif + + +bool8 +cAudioManager::ProcessFerryNoise(cVehicleParams& params) +{ + CFerry *ferry = (CFerry*)params.m_pVehicle; + float volMultipler; + +#ifdef FIX_BUGS + if (!ferry->IsDocked() && params.m_fDistance < SQR(FERRY_NOISE_ENGINE_MAX_DIST)) { +#else + if (!ferry->IsDocked() && params.m_fDistance < SQR(FERRY_NOISE_MAX_DIST)){ +#endif + if (params.m_fVelocityChange > 0.0f) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); +#ifdef FIX_BUGS // most distant sound should go first + volMultipler = ((float)SQR(FERRY_NOISE_ENGINE_MAX_DIST) - params.m_fDistance) / (float)SQR(FERRY_NOISE_ENGINE_MAX_DIST); + m_sQueueSample.m_nVolume = (FERRY_NOISE_ENGINE_VOLUME * volMultipler); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 40; + m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = 12000; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(FERRY_NOISE_ENGINE_VOLUME); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_MaxDistance = FERRY_NOISE_ENGINE_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 7; + SET_SOUND_REVERB(FALSE); + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); + } +#endif + + if (params.m_fDistance < SQR(FERRY_NOISE_MAX_DIST)) { + volMultipler = ((float)SQR(FERRY_NOISE_MAX_DIST) - params.m_fDistance) / (float)SQR(FERRY_NOISE_MAX_DIST); + m_sQueueSample.m_nVolume = (FERRY_NOISE_WATER_VOLUME * volMultipler); + if (m_sQueueSample.m_nVolume > 0) { + m_sQueueSample.m_nCounter = 33; + m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 5; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOAT_WATER_LOOP) + (100 * m_sQueueSample.m_nEntityIndex) % 987; + m_sQueueSample.m_nLoopCount = 0; + SET_EMITTING_VOLUME(FERRY_NOISE_WATER_VOLUME); + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 6.0f; + m_sQueueSample.m_MaxDistance = FERRY_NOISE_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + SET_SOUND_REVERB(FALSE); + SET_SOUND_REFLECTION(FALSE); + AddSampleToRequestedQueue(); +#ifndef FIX_BUGS + m_sQueueSample.m_nCounter = 40; + m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = FALSE; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFrequency = 12000; + m_sQueueSample.m_nLoopCount = 0; + SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) + m_sQueueSample.m_fSpeedMultiplier = 2.0f; + m_sQueueSample.m_MaxDistance = FERRY_NOISE_ENGINE_MAX_DIST; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 7; + SET_SOUND_REVERB(FALSE); + SET_SOUND_REFLECTION(FALSE); + m_sQueueSample.m_nVolume = volMultipler * FERRY_NOISE_ENGINE_VOLUME; + SET_EMITTING_VOLUME(FERRY_NOISE_ENGINE_VOLUME); + AddSampleToRequestedQueue(); +#endif + } + } + } + return TRUE; + } + return FALSE; +} + bool8 cAudioManager::ProcessBoatEngine(cVehicleParams& params) { diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index e4256996..c5436cc0 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -416,6 +416,7 @@ public: #ifdef GTA_TRAIN bool8 ProcessTrainNoise(cVehicleParams ¶ms); #endif + bool8 ProcessFerryNoise(cVehicleParams ¶ms); bool8 ProcessBoatEngine(cVehicleParams ¶ms); bool8 ProcessBoatMovingOverWater(cVehicleParams ¶ms); void ProcessPlane(cVehicleParams ¶ms);