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Make ped comments update position and volume

This commit is contained in:
Sergeanur
2021-08-23 11:15:03 +03:00
parent 6110f74ad6
commit ceb65eafa5
4 changed files with 109 additions and 75 deletions

View File

@@ -6077,96 +6077,110 @@ cPedComments::Process()
if (m_nCommentsInBank[m_nActiveBank]) {
sampleIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nSampleIndex;
if (!SampleManager.IsPedCommentLoaded(sampleIndex))
switch (SampleManager.IsPedCommentLoaded(sampleIndex)) // yes, this was a switch
{
case FALSE:
SampleManager.LoadPedComment(sampleIndex);
AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex;
AudioManager.m_sQueueSample.m_nCounter = 0;
AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex;
AudioManager.m_sQueueSample.m_nBankIndex = SFX_BANK_PED_COMMENTS;
AudioManager.m_sQueueSample.m_nPriority = 3;
AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nVolume;
AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance;
AudioManager.m_sQueueSample.m_nLoopCount = 1;
// BUG? no break, VC has break in here
case TRUE:
AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex;
AudioManager.m_sQueueSample.m_nCounter = 0;
AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex;
AudioManager.m_sQueueSample.m_nBankIndex = SFX_BANK_PED_COMMENTS;
AudioManager.m_sQueueSample.m_nPriority = 3;
AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nVolume;
AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance;
AudioManager.m_sQueueSample.m_nLoopCount = 1;
#ifndef GTA_PS2
AudioManager.m_sQueueSample.m_nLoopStart = 0;
AudioManager.m_sQueueSample.m_nLoopEnd = -1;
AudioManager.m_sQueueSample.m_nLoopStart = 0;
AudioManager.m_sQueueSample.m_nLoopEnd = -1;
#endif // !GTA_PS2
#ifdef EXTERNAL_3D_SOUND
#ifdef FIX_BUGS
AudioManager.m_sQueueSample.m_nEmittingVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEmittingVolume;
#else
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
#endif // FIX_BUGS
#ifdef FIX_BUGS
AudioManager.m_sQueueSample.m_nEmittingVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEmittingVolume;
#else
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
#endif // FIX_BUGS
#endif // EXTERNAL_3D_SOUND
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
switch (sampleIndex) {
case SFX_POLICE_HELI_1:
case SFX_POLICE_HELI_2:
case SFX_POLICE_HELI_3:
#ifdef FIX_BUGS
case SFX_POLICE_HELI_4:
case SFX_POLICE_HELI_5:
case SFX_POLICE_HELI_6:
case SFX_POLICE_HELI_7:
case SFX_POLICE_HELI_8:
case SFX_POLICE_HELI_9:
case SFX_POLICE_HELI_10:
case SFX_POLICE_HELI_11:
case SFX_POLICE_HELI_12:
case SFX_POLICE_HELI_13:
case SFX_POLICE_HELI_14:
case SFX_POLICE_HELI_15:
case SFX_POLICE_HELI_16:
case SFX_POLICE_HELI_17:
case SFX_POLICE_HELI_18:
case SFX_POLICE_HELI_19:
case SFX_POLICE_HELI_20:
case SFX_POLICE_HELI_21:
case SFX_POLICE_HELI_22:
case SFX_POLICE_HELI_23:
case SFX_POLICE_HELI_24:
case SFX_POLICE_HELI_25:
case SFX_POLICE_HELI_26:
case SFX_POLICE_HELI_27:
case SFX_POLICE_HELI_28:
case SFX_POLICE_HELI_29:
#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
// let's disable doppler because if sounds funny as the sound moves
// originally position of ped comment doesn't change so this has no effect anyway
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 0.0f;
#else
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
#endif
AudioManager.m_sQueueSample.m_MaxDistance = 400.0f;
break;
default:
AudioManager.m_sQueueSample.m_MaxDistance = 50.0f;
break;
}
AudioManager.m_sQueueSample.m_bStatic = TRUE;
AudioManager.m_sQueueSample.m_vecPos = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos;
switch (sampleIndex) {
case SFX_POLICE_HELI_1:
case SFX_POLICE_HELI_2:
case SFX_POLICE_HELI_3:
#ifdef FIX_BUGS
case SFX_POLICE_HELI_4:
case SFX_POLICE_HELI_5:
case SFX_POLICE_HELI_6:
case SFX_POLICE_HELI_7:
case SFX_POLICE_HELI_8:
case SFX_POLICE_HELI_9:
case SFX_POLICE_HELI_10:
case SFX_POLICE_HELI_11:
case SFX_POLICE_HELI_12:
case SFX_POLICE_HELI_13:
case SFX_POLICE_HELI_14:
case SFX_POLICE_HELI_15:
case SFX_POLICE_HELI_16:
case SFX_POLICE_HELI_17:
case SFX_POLICE_HELI_18:
case SFX_POLICE_HELI_19:
case SFX_POLICE_HELI_20:
case SFX_POLICE_HELI_21:
case SFX_POLICE_HELI_22:
case SFX_POLICE_HELI_23:
case SFX_POLICE_HELI_24:
case SFX_POLICE_HELI_25:
case SFX_POLICE_HELI_26:
case SFX_POLICE_HELI_27:
case SFX_POLICE_HELI_28:
case SFX_POLICE_HELI_29:
#endif
AudioManager.m_sQueueSample.m_MaxDistance = 400.0f;
break;
default:
AudioManager.m_sQueueSample.m_MaxDistance = 50.0f;
break;
}
AudioManager.m_sQueueSample.m_bStatic = TRUE;
AudioManager.m_sQueueSample.m_vecPos = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos;
if (sampleIndex >= SFX_AMMU_D && sampleIndex <= SFX_AMMU_F) {
AudioManager.m_sQueueSample.m_bReverb = FALSE;
if (sampleIndex >= SFX_AMMU_D && sampleIndex <= SFX_AMMU_F) {
AudioManager.m_sQueueSample.m_bReverb = FALSE;
#ifdef AUDIO_REFLECTIONS
AudioManager.m_sQueueSample.m_bReflections = FALSE;
AudioManager.m_sQueueSample.m_bReflections = FALSE;
#endif
#ifdef FIX_BUGS
} else if (sampleIndex >= SFX_POLICE_HELI_1 && sampleIndex <= SFX_POLICE_HELI_29) {
AudioManager.m_sQueueSample.m_bReverb = TRUE;
}
else if (sampleIndex >= SFX_POLICE_HELI_1 && sampleIndex <= SFX_POLICE_HELI_29) {
AudioManager.m_sQueueSample.m_bReverb = TRUE;
#ifdef AUDIO_REFLECTIONS
AudioManager.m_sQueueSample.m_bReflections = FALSE;
AudioManager.m_sQueueSample.m_bReflections = FALSE;
#endif // AUDIO_REFLECTIONS
#endif // FIX_BUGS
} else {
AudioManager.m_sQueueSample.m_bReverb = TRUE;
}
else {
AudioManager.m_sQueueSample.m_bReverb = TRUE;
#ifdef AUDIO_REFLECTIONS
AudioManager.m_sQueueSample.m_bReflections = TRUE;
AudioManager.m_sQueueSample.m_bReflections = TRUE;
#endif
}
}
AudioManager.m_sQueueSample.m_bIs2D = FALSE;
AudioManager.m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
if (CTimer::GetIsSlowMotionActive())
AudioManager.m_sQueueSample.m_nFrequency /= 2;
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
AudioManager.AddSampleToRequestedQueue();
AudioManager.m_sQueueSample.m_bIs2D = FALSE;
AudioManager.m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
if (CTimer::GetIsSlowMotionActive())
AudioManager.m_sQueueSample.m_nFrequency /= 2;
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
AudioManager.AddSampleToRequestedQueue();
default:
break;
}
}
// Switch bank