Use bool8 in audio code
This commit is contained in:
@@ -23,8 +23,8 @@ const int allChannels = channels + 2;
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cAudioManager::cAudioManager()
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{
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m_bIsInitialised = false;
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m_bReverb = true;
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m_bIsInitialised = FALSE;
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m_bReverb = TRUE;
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field_6 = 0;
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m_fSpeedOfSound = SPEED_OF_SOUND / TIME_SPENT;
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m_nTimeSpent = TIME_SPENT;
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@@ -36,16 +36,16 @@ cAudioManager::cAudioManager()
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ClearActiveSamples();
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GenerateIntegerRandomNumberTable();
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field_4 = 0;
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m_bDynamicAcousticModelingStatus = true;
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m_bDynamicAcousticModelingStatus = TRUE;
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for (int i = 0; i < NUM_AUDIOENTITIES; i++) {
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m_asAudioEntities[i].m_bIsUsed = false;
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m_asAudioEntities[i].m_bIsUsed = FALSE;
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m_anAudioEntityIndices[i] = NUM_AUDIOENTITIES;
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}
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m_nAudioEntitiesTotal = 0;
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m_FrameCounter = 0;
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m_bFifthFrameFlag = false;
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m_bTimerJustReset = false;
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m_bFifthFrameFlag = FALSE;
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m_bTimerJustReset = FALSE;
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m_nTimer = 0;
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}
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@@ -83,7 +83,7 @@ cAudioManager::Terminate()
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MusicManager.Terminate();
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for (uint32 i = 0; i < NUM_AUDIOENTITIES; i++) {
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m_asAudioEntities[i].m_bIsUsed = false;
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m_asAudioEntities[i].m_bIsUsed = FALSE;
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m_anAudioEntityIndices[i] = ARRAY_SIZE(m_anAudioEntityIndices);
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}
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@@ -98,7 +98,7 @@ cAudioManager::Terminate()
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SampleManager.Terminate();
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m_bIsInitialised = false;
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m_bIsInitialised = FALSE;
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PostTerminateGameSpecificShutdown();
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}
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}
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@@ -110,7 +110,7 @@ cAudioManager::Service()
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if (m_bTimerJustReset) {
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ResetAudioLogicTimers(m_nTimer);
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MusicManager.ResetTimers(m_nTimer);
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m_bTimerJustReset = false;
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m_bTimerJustReset = FALSE;
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}
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if (m_bIsInitialised) {
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m_nPreviousUserPause = m_nUserPause;
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@@ -132,8 +132,8 @@ cAudioManager::CreateEntity(eAudioType type, void *entity)
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return AEHANDLE_ERROR_BADAUDIOTYPE;
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for (uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) {
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if (!m_asAudioEntities[i].m_bIsUsed) {
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m_asAudioEntities[i].m_bIsUsed = true;
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m_asAudioEntities[i].m_bStatus = false;
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m_asAudioEntities[i].m_bIsUsed = TRUE;
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m_asAudioEntities[i].m_bStatus = FALSE;
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m_asAudioEntities[i].m_nType = type;
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m_asAudioEntities[i].m_pEntity = entity;
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m_asAudioEntities[i].m_awAudioEvent[0] = SOUND_NO_SOUND;
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@@ -152,7 +152,7 @@ void
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cAudioManager::DestroyEntity(int32 id)
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{
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if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed) {
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m_asAudioEntities[id].m_bIsUsed = false;
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m_asAudioEntities[id].m_bIsUsed = FALSE;
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for (int32 i = 0; i < m_nAudioEntitiesTotal; ++i) {
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if (id == m_anAudioEntityIndices[i]) {
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if (i < NUM_AUDIOENTITIES - 1)
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@@ -165,7 +165,7 @@ cAudioManager::DestroyEntity(int32 id)
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}
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void
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cAudioManager::SetEntityStatus(int32 id, uint8 status)
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cAudioManager::SetEntityStatus(int32 id, bool8 status)
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{
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if (m_bIsInitialised && id >= 0 && id < NUM_AUDIOENTITIES && m_asAudioEntities[id].m_bIsUsed)
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m_asAudioEntities[id].m_bStatus = status;
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@@ -193,7 +193,7 @@ cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol)
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}
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} else {
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int32 i = 0;
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while (true) {
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while (TRUE) {
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if (i >= entity.m_AudioEvents) {
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if (entity.m_AudioEvents < ARRAY_SIZE(entity.m_awAudioEvent)) {
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entity.m_awAudioEvent[i] = sound;
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@@ -246,7 +246,7 @@ cAudioManager::SetEffectsFadeVol(uint8 volume) const
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}
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void
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cAudioManager::SetMonoMode(uint8 mono)
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cAudioManager::SetMonoMode(bool8 mono)
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{
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SampleManager.SetMonoMode(mono);
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}
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@@ -261,7 +261,7 @@ void
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cAudioManager::ResetTimers(uint32 time)
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{
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if (m_bIsInitialised) {
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m_bTimerJustReset = true;
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m_bTimerJustReset = TRUE;
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m_nTimer = time;
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ClearRequestedQueue();
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if (m_nActiveSampleQueue) {
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@@ -280,7 +280,7 @@ cAudioManager::ResetTimers(uint32 time)
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SampleManager.SetEffectsFadeVolume(0);
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SampleManager.SetMusicFadeVolume(0);
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MusicManager.ResetMusicAfterReload();
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m_bIsPlayerShutUp = false;
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m_bIsPlayerShutUp = FALSE;
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#ifdef AUDIO_OAL
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SampleManager.Service();
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#endif
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@@ -391,13 +391,13 @@ cAudioManager::SetSpeakerConfig(int32 conf) const
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SampleManager.SetSpeakerConfig(conf);
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}
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bool
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bool8
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cAudioManager::IsMP3RadioChannelAvailable() const
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{
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if (m_bIsInitialised)
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return SampleManager.IsMP3RadioChannelAvailable();
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return false;
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return FALSE;
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}
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void
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@@ -417,25 +417,25 @@ cAudioManager::ReacquireDigitalHandle() const
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}
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void
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cAudioManager::SetDynamicAcousticModelingStatus(uint8 status)
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cAudioManager::SetDynamicAcousticModelingStatus(bool8 status)
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{
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m_bDynamicAcousticModelingStatus = status!=0;
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m_bDynamicAcousticModelingStatus = status;
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}
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bool
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bool8
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cAudioManager::CheckForAnAudioFileOnCD() const
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{
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return SampleManager.CheckForAnAudioFileOnCD();
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}
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uint8
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char
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cAudioManager::GetCDAudioDriveLetter() const
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{
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if(m_bIsInitialised) return SampleManager.GetCDAudioDriveLetter();
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return 0;
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return '\0';
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}
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bool
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bool8
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cAudioManager::IsAudioInitialised() const
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{
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return m_bIsInitialised;
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@@ -545,7 +545,7 @@ cAudioManager::RandomDisplacement(uint32 seed) const
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{
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int32 value;
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static bool bPos = true;
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static bool8 bPos = TRUE;
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static uint32 Adjustment = 0;
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if (!seed)
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@@ -576,7 +576,7 @@ cAudioManager::AddSampleToRequestedQueue()
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{
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int32 calculatedVolume;
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uint8 sampleIndex;
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bool bReflections;
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bool8 bReflections;
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if (m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) {
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calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator * (MAX_VOLUME - m_sQueueSample.m_nVolume);
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@@ -589,24 +589,24 @@ cAudioManager::AddSampleToRequestedQueue()
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++m_SampleRequestQueuesStatus[m_nActiveSampleQueue];
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}
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m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
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m_sQueueSample.m_bLoopEnded = false;
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m_sQueueSample.m_bLoopEnded = FALSE;
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if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) {
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bRequireReflection = FALSE;
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m_sQueueSample.m_nLoopsRemaining = 0;
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}
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if (m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount) {
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bReflections = m_sQueueSample.m_bRequireReflection;
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} else {
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bReflections = false;
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bReflections = FALSE;
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m_sQueueSample.m_nLoopsRemaining = 0;
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}
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_bRequireReflection = FALSE;
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if ( m_bReverb && m_sQueueSample.m_bIs2D )
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m_sQueueSample.field_4C = 30;
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if (!m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bReverbFlag = FALSE;
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m_asSamples[m_nActiveSampleQueue][sampleIndex] = m_sQueueSample;
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@@ -773,7 +773,7 @@ cAudioManager::UpdateReflections()
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void
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cAudioManager::AddReleasingSounds()
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{
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bool toProcess[44]; // why not 27?
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bool8 toProcess[44]; // why not 27?
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int8 queue = m_nActiveSampleQueue == 0 ? 1 : 0;
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@@ -782,11 +782,11 @@ cAudioManager::AddReleasingSounds()
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if (sample.m_bLoopEnded)
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continue;
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toProcess[i] = false;
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toProcess[i] = FALSE;
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for (int32 j = 0; j < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; j++) {
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if (sample.m_nEntityIndex == m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][j]].m_nEntityIndex &&
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sample.m_nCounter == m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][j]].m_nCounter) {
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toProcess[i] = true;
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toProcess[i] = TRUE;
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break;
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}
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}
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@@ -811,7 +811,7 @@ cAudioManager::AddReleasingSounds()
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if (sample.m_nReleasingVolumeModificator < 20)
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++sample.m_nReleasingVolumeModificator;
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}
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sample.m_bReleasingSoundFlag = false;
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sample.m_bReleasingSoundFlag = FALSE;
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}
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memcpy(&m_sQueueSample, &sample, sizeof(tSound));
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AddSampleToRequestedQueue();
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@@ -829,12 +829,12 @@ cAudioManager::ProcessActiveQueues()
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uint8 vol;
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uint8 offset;
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float x;
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bool flag;
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bool missionState;
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bool8 flag;
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bool8 missionState;
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for (int32 i = 0; i < m_nActiveSamples; i++) {
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m_asSamples[m_nActiveSampleQueue][i].m_bIsProcessed = false;
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m_asActiveSamples[i].m_bIsProcessed = false;
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m_asSamples[m_nActiveSampleQueue][i].m_bIsProcessed = FALSE;
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m_asActiveSamples[i].m_bIsProcessed = FALSE;
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}
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for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
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tSound& sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
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@@ -847,19 +847,19 @@ cAudioManager::ProcessActiveQueues()
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if (m_FrameCounter & 1) {
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if (!(j & 1)) {
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flag = false;
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flag = FALSE;
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} else {
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flag = true;
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flag = TRUE;
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}
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} else if (j & 1) {
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flag = false;
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flag = FALSE;
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} else {
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flag = true;
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flag = TRUE;
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}
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if (flag && !SampleManager.GetChannelUsedFlag(j)) {
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sample.m_bLoopEnded = true;
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m_asActiveSamples[j].m_bLoopEnded = true;
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sample.m_bLoopEnded = TRUE;
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m_asActiveSamples[j].m_bLoopEnded = TRUE;
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m_asActiveSamples[j].m_nSampleIndex = NO_SAMPLE;
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m_asActiveSamples[j].m_nEntityIndex = AEHANDLE_NONE;
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continue;
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@@ -867,8 +867,8 @@ cAudioManager::ProcessActiveQueues()
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if (!sample.m_nReleasingVolumeDivider)
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sample.m_nReleasingVolumeDivider = 1;
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}
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sample.m_bIsProcessed = true;
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m_asActiveSamples[j].m_bIsProcessed = true;
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sample.m_bIsProcessed = TRUE;
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m_asActiveSamples[j].m_bIsProcessed = TRUE;
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sample.m_nVolumeChange = -1;
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if (!sample.m_bReleasingSoundFlag) {
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if (sample.m_bIs2D) {
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@@ -900,10 +900,10 @@ cAudioManager::ProcessActiveQueues()
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emittingVol = vol;
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}
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missionState = false;
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missionState = FALSE;
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for (int32 k = 0; k < ARRAY_SIZE(m_sMissionAudio.m_bIsMobile); k++) {
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if (m_sMissionAudio.m_bIsMobile[k]) {
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missionState = true;
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missionState = TRUE;
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break;
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}
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}
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@@ -924,8 +924,8 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannelReverbFlag(j, sample.m_bReverbFlag);
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break; //continue for i
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}
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sample.m_bIsProcessed = false;
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m_asActiveSamples[j].m_bIsProcessed = false;
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sample.m_bIsProcessed = FALSE;
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m_asActiveSamples[j].m_bIsProcessed = FALSE;
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//continue for j
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}
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}
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@@ -966,10 +966,10 @@ cAudioManager::ProcessActiveQueues()
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}
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if (SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex)) {
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SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency);
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bool isMobile = false;
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bool8 isMobile = FALSE;
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for (int32 l = 0; l < ARRAY_SIZE(m_sMissionAudio.m_bIsMobile); l++) {
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if (m_sMissionAudio.m_bIsMobile[l]) {
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isMobile = true;
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isMobile = TRUE;
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break;
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}
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}
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@@ -1000,8 +1000,8 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannel3DDistances(k, m_asActiveSamples[k].m_fSoundIntensity, 0.25f * m_asActiveSamples[k].m_fSoundIntensity);
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SampleManager.StartChannel(k);
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}
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m_asActiveSamples[k].m_bIsProcessed = true;
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sample.m_bIsProcessed = true;
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m_asActiveSamples[k].m_bIsProcessed = TRUE;
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sample.m_bIsProcessed = TRUE;
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sample.m_nVolumeChange = -1;
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break;
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}
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@@ -1029,28 +1029,28 @@ cAudioManager::ClearActiveSamples()
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m_asActiveSamples[i].m_nCounter = 0;
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m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
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m_asActiveSamples[i].m_nBankIndex = INVALID_SFX_BANK;
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m_asActiveSamples[i].m_bIs2D = false;
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m_asActiveSamples[i].m_bIs2D = FALSE;
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m_asActiveSamples[i].m_nReleasingVolumeModificator = 5;
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m_asActiveSamples[i].m_nFrequency = 0;
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m_asActiveSamples[i].m_nVolume = 0;
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m_asActiveSamples[i].m_nEmittingVolume = 0;
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m_asActiveSamples[i].m_fDistance = 0.0f;
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m_asActiveSamples[i].m_bIsProcessed = false;
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m_asActiveSamples[i].m_bLoopEnded = false;
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m_asActiveSamples[i].m_bIsProcessed = FALSE;
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m_asActiveSamples[i].m_bLoopEnded = FALSE;
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m_asActiveSamples[i].m_nLoopCount = 1;
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m_asActiveSamples[i].m_nLoopStart = 0;
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m_asActiveSamples[i].m_nLoopEnd = -1;
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m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
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m_asActiveSamples[i].m_fSoundIntensity = 200.0f;
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m_asActiveSamples[i].m_nOffset = 63;
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m_asActiveSamples[i].m_bReleasingSoundFlag = false;
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m_asActiveSamples[i].m_bReleasingSoundFlag = FALSE;
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m_asActiveSamples[i].m_nCalculatedVolume = 0;
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m_asActiveSamples[i].m_nReleasingVolumeDivider = 0;
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m_asActiveSamples[i].m_nVolumeChange = -1;
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m_asActiveSamples[i].m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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m_asActiveSamples[i].m_bReverbFlag = false;
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m_asActiveSamples[i].m_bReverbFlag = FALSE;
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m_asActiveSamples[i].m_nLoopsRemaining = 0;
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m_asActiveSamples[i].m_bRequireReflection = false;
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m_asActiveSamples[i].m_bRequireReflection = FALSE;
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}
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}
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