Audio enhancements:
* redo high fps fix * make releasing vehicle sounds attach to entities * fix bug with reusing audio entity that is still being used * use time scale to modify sound speed
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@ -1389,7 +1389,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
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freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
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if (engineSoundType == SFX_BANK_TRUCK)
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freq /= 2;
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq * CTimer::GetTimeScale());
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#else
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SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
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#endif
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if (!channelUsed) {
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#if GTA_VERSION >= GTA3_PC_10
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SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE);
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@ -6102,7 +6106,7 @@ cPedComments::Process()
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AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
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#endif // FIX_BUGS
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#endif // EXTERNAL_3D_SOUND
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#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
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#ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
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// let's disable doppler because if sounds funny as the sound moves
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// originally position of ped comment doesn't change so this has no effect anyway
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AudioManager.m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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@ -6174,8 +6178,10 @@ cPedComments::Process()
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AudioManager.m_sQueueSample.m_bIs2D = FALSE;
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AudioManager.m_sQueueSample.m_nFrequency =
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SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
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#ifndef USE_TIME_SCALE_FOR_AUDIO
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if (CTimer::GetIsSlowMotionActive())
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AudioManager.m_sQueueSample.m_nFrequency /= 2;
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AudioManager.m_sQueueSample.m_nFrequency >>= 1;
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#endif
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m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
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AudioManager.AddSampleToRequestedQueue();
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default:
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@ -134,8 +134,47 @@ cAudioManager::CreateEntity(eAudioType type, void *entity)
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return AEHANDLE_ERROR_NOENTITY;
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if (type >= TOTAL_AUDIO_TYPES)
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return AEHANDLE_ERROR_BADAUDIOTYPE;
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#ifdef FIX_BUGS
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// since sound could still play after entity deletion let's make sure we don't override one that is in use
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// find all the free entity IDs that are being used by queued samples
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int32 stillUsedEntities[NUM_CHANNELS_GENERIC * NUM_SOUNDS_SAMPLES_BANKS];
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uint32 stillUsedEntitiesCount = 0;
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for (uint8 i = 0; i < NUM_SOUNDS_SAMPLES_BANKS; i++)
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for (uint8 j = 0; j < m_SampleRequestQueuesStatus[i]; j++) {
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tSound &sound = m_asSamples[i][m_abSampleQueueIndexTable[i][j]];
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if (sound.m_nEntityIndex < 0) continue;
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if (!m_asAudioEntities[sound.m_nEntityIndex].m_bIsUsed) {
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bool found = false;
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for (uint8 k = 0; k < stillUsedEntitiesCount; k++) {
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if (stillUsedEntities[k] == sound.m_nEntityIndex) {
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found = true;
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break;
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}
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}
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if (!found)
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stillUsedEntities[stillUsedEntitiesCount++] = sound.m_nEntityIndex;
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}
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}
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#endif
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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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#ifdef FIX_BUGS
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// skip if ID is still used by queued sample
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bool skip = false;
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for (uint8 j = 0; j < stillUsedEntitiesCount; j++) {
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if (stillUsedEntities[j] == i) {
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//debug("audio entity %i still used, skipping\n", i);
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skip = true;
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break;
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}
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}
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if (skip)
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continue;
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#endif
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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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@ -791,39 +830,93 @@ cAudioManager::AddReleasingSounds()
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if (sample.m_nCounter <= 255 || sample.m_nReflectionDelay == 0) // check if not delayed reflection
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#endif
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{
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#ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
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if (sample.m_nCounter <= 255 && !sample.m_bIs2D) { // check if not reflection and is a 3D sound
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CEntity* entity = (CEntity*)GetEntityPointer(sample.m_nEntityIndex);
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if (entity && m_asAudioEntities[sample.m_nEntityIndex].m_nType == AUDIOTYPE_PHYSICAL) {
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sample.m_vecPos = entity->GetPosition();
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float oldDistance = sample.m_fDistance;
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sample.m_fDistance = Sqrt(GetDistanceSquared(sample.m_vecPos));
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if (sample.m_nSampleIndex >= SAMPLEBANK_PED_START && sample.m_nSampleIndex <= SAMPLEBANK_PED_END) { // check if it's ped comment
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uint8 vol;
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if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), sample.m_vecPos, true, false, false, false, false, false))
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vol = MAX_VOLUME;
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else
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vol = 31;
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#ifdef EXTERNAL_3D_SOUND
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sample.m_nEmittingVolume = vol;
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#endif
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sample.m_nVolume = ComputeVolume(vol, sample.m_MaxDistance, sample.m_fDistance);
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} else {
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// calculate new volume with changed distance
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float volumeDiff = sq((sample.m_MaxDistance - sample.m_fDistance) / (sample.m_MaxDistance - oldDistance));
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if (volumeDiff > 0.0f) {
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uint8 newVolume = volumeDiff * sample.m_nVolume;
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if (sample.m_nVolumeChange > 0)
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sample.m_nVolumeChange = volumeDiff * sample.m_nVolumeChange;
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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if (sample.m_nEmittingVolumeChange > 0)
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sample.m_nEmittingVolumeChange = volumeDiff * sample.m_nEmittingVolumeChange;
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#endif
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sample.m_nVolume = Min(127, newVolume);
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}
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}
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if (sample.m_nVolume == 0)
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sample.m_nFramesToPlay = 0;
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}
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}
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#endif
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#ifdef FIX_BUGS
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// fixing emitting volume not being lowered and high fps bugs
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if (sample.m_nFramesToPlay <= 0)
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continue;
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if (sample.m_nLoopCount == 0) {
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if (sample.m_nVolumeChange == -1) {
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sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
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if (sample.m_nVolumeChange <= 0)
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sample.m_nVolumeChange = 1;
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#ifdef EXTERNAL_3D_SOUND
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sample.m_nEmittingVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay;
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if (sample.m_nEmittingVolumeChange <= 0)
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sample.m_nEmittingVolumeChange = 1;
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#endif
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}
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if (sample.m_nVolume <= sample.m_nVolumeChange * CTimer::GetTimeStepFix()) {
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sample.m_nFramesToPlay = 0;
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continue;
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}
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sample.m_nVolume -= sample.m_nVolumeChange * CTimer::GetTimeStepFix();
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#ifdef EXTERNAL_3D_SOUND
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if (sample.m_nEmittingVolume <= sample.m_nEmittingVolumeChange * CTimer::GetTimeStepFix()) {
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sample.m_nFramesToPlay = 0;
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continue;
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}
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sample.m_nEmittingVolume -= sample.m_nEmittingVolumeChange * CTimer::GetTimeStepFix();
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#endif
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}
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sample.m_nFramesToPlay -= CTimer::GetTimeStepFix();
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if (sample.m_nFramesToPlay < 0)
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sample.m_nFramesToPlay = 0;
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#else
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if (sample.m_nFramesToPlay == 0)
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continue;
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if (sample.m_nLoopCount == 0) {
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if (sample.m_nVolumeChange == -1) {
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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sample.m_nVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay;
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#else
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sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
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#endif
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if (sample.m_nVolumeChange <= 0)
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sample.m_nVolumeChange = 1;
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}
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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if (sample.m_nEmittingVolume <= sample.m_nVolumeChange) {
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#else
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if (sample.m_nVolume <= sample.m_nVolumeChange) {
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#endif
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sample.m_nFramesToPlay = 0;
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continue;
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}
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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sample.m_nEmittingVolume -= sample.m_nVolumeChange;
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#else
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sample.m_nVolume -= sample.m_nVolumeChange;
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#endif
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}
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#ifdef FIX_BUGS
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if(CTimer::GetLogicalFramesPassed() != 0)
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sample.m_nFramesToPlay--;
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#endif
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--sample.m_nFramesToPlay;
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if (m_bReduceReleasingPriority) {
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if (sample.m_nPriority < 20)
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++sample.m_nPriority;
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sample.m_nPriority++;
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}
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sample.m_bStatic = FALSE;
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}
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@ -854,6 +947,16 @@ cAudioManager::ProcessActiveQueues()
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uint8 emittingVol;
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CVector position;
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#ifdef EXTERNAL_3D_SOUND
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#define WORKING_VOLUME_FIELD m_nEmittingVolume
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#else
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#define WORKING_VOLUME_FIELD m_nVolume
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#endif
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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float timeScale = m_nUserPause ? 1.0f : CTimer::GetTimeScale();
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#endif
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for (int32 i = 0; i < m_nActiveSamples; i++) {
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m_asSamples[m_nActiveSampleQueue][i].m_bIsBeingPlayed = FALSE;
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m_asActiveSamples[i].m_bIsBeingPlayed = FALSE;
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@ -891,12 +994,12 @@ cAudioManager::ProcessActiveQueues()
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sample.m_nVolumeChange = -1;
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if (!sample.m_bStatic) {
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if (sample.m_bIs2D) {
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#ifdef EXTERNAL_3D_SOUND
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emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.m_nEmittingVolume) : sample.m_nEmittingVolume;
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emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.WORKING_VOLUME_FIELD) : sample.WORKING_VOLUME_FIELD;
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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SampleManager.SetChannelFrequency(j, sample.m_nFrequency * timeScale);
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#else
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emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.m_nVolume) : sample.m_nVolume;
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#endif
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SampleManager.SetChannelFrequency(j, sample.m_nFrequency);
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#endif
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#ifdef EXTERNAL_3D_SOUND
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SampleManager.SetChannelEmittingVolume(j, emittingVol);
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#else
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@ -904,24 +1007,6 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannelVolume(j, sample.m_nVolume);
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#endif
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} else {
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#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
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if (sample.m_nCounter <= 255 && sample.m_nSampleIndex >= SAMPLEBANK_PED_START && sample.m_nSampleIndex <= SAMPLEBANK_PED_END) {
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CEntity* entity = (CEntity*)GetEntityPointer(sample.m_nEntityIndex);
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if (entity && m_asAudioEntities[sample.m_nEntityIndex].m_nType == AUDIOTYPE_PHYSICAL) {
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sample.m_vecPos = entity->GetPosition();
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sample.m_fDistance = Sqrt(GetDistanceSquared(sample.m_vecPos));
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uint8 vol;
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if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), sample.m_vecPos, true, false, false, false, false, false))
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vol = MAX_VOLUME;
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else
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vol = 31;
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#ifdef EXTERNAL_3D_SOUND
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sample.m_nEmittingVolume = vol;
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#endif
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sample.m_nVolume = ComputeVolume(vol, sample.m_MaxDistance, sample.m_fDistance);
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}
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}
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#endif
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position2 = sample.m_fDistance;
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position1 = m_asActiveSamples[j].m_fDistance;
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m_asActiveSamples[j].m_fDistance = sample.m_fDistance;
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@ -929,7 +1014,11 @@ cAudioManager::ProcessActiveQueues()
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if (sample.m_nFrequency != m_asActiveSamples[j].m_nFrequency) {
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uint32 freq = Clamp2((int32)sample.m_nFrequency, (int32)m_asActiveSamples[j].m_nFrequency, 6000);
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m_asActiveSamples[j].m_nFrequency = freq;
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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SampleManager.SetChannelFrequency(j, freq * timeScale);
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#else
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SampleManager.SetChannelFrequency(j, freq);
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#endif
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}
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#ifdef EXTERNAL_3D_SOUND
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@ -942,8 +1031,8 @@ cAudioManager::ProcessActiveQueues()
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if (sample.m_nVolume != m_asActiveSamples[j].m_nVolume) {
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vol = Clamp2((int8)sample.m_nVolume, (int8)m_asActiveSamples[j].m_nVolume, 10);
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m_asActiveSamples[j].m_nVolume = vol;
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SampleManager.SetChannelVolume(j, m_bDoubleVolume ? 2 * Min(63, vol) : vol);
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}
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SampleManager.SetChannelVolume(j, m_bDoubleVolume ? 2 * Min(63, vol) : vol);
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#endif
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TranslateEntity(&sample.m_vecPos, &position);
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#ifdef EXTERNAL_3D_SOUND
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@ -996,18 +1085,18 @@ cAudioManager::ProcessActiveQueues()
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m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
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#endif
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}
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#ifdef EXTERNAL_3D_SOUND
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emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nEmittingVolume) : m_asActiveSamples[j].m_nEmittingVolume;
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#else
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emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
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#endif
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emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].WORKING_VOLUME_FIELD) : m_asActiveSamples[j].WORKING_VOLUME_FIELD;
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#ifdef GTA_PS2
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{
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SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex);
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#else
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if (SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex)) {
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#endif
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency * timeScale);
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#else
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SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency);
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#endif
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#ifdef EXTERNAL_3D_SOUND
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SampleManager.SetChannelEmittingVolume(j, emittingVol);
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#else
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@ -1016,8 +1105,8 @@ cAudioManager::ProcessActiveQueues()
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#endif
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd);
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SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount);
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#endif
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SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount);
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SampleManager.SetChannelReverbFlag(j, m_asActiveSamples[j].m_bReverb);
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#ifdef EXTERNAL_3D_SOUND
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if (m_asActiveSamples[j].m_bIs2D) {
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@ -1051,6 +1140,15 @@ cAudioManager::ProcessActiveQueues()
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}
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}
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}
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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for (uint8 i = 0; i < m_nActiveSamples; i++) {
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if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && m_asActiveSamples[i].m_bIsBeingPlayed)
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SampleManager.SetChannelFrequency(i, m_asActiveSamples[i].m_nFrequency * timeScale);
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}
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#endif
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#undef WORKING_VOLUME_FIELD
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}
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void
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// 0 = L 100% R 0%
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// 63 = L 100% R 100%
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// 127 = L 0% R 100%
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#ifndef FIX_BUGS
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uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
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// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
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#else
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float m_nFramesToPlay; // Made into float for high fps fix
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#endif
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// all fields below are internal to AudioManager calculations and aren't set by queued sample
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bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
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@ -60,6 +64,9 @@ public:
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#endif
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uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
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int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
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#endif
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};
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VALIDATE_SIZE(tSound, 92);
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@ -260,7 +260,11 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
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default: freq = SampleManager.GetSampleBaseFrequency(sample); break;
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}
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PoliceChannelFreq = freq;
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#ifdef USE_TIME_SCALE_FOR_AUDIO
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SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq * CTimer::GetTimeScale());
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#else
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SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
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#endif
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SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
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SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
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#ifndef GTA_PS2
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@ -438,7 +438,8 @@ enum Config {
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//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
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#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
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#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
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#define ATTACH_PED_COMMENTS_TO_ENTITIES // ped comments coordinates would update following ped entity
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#define ATTACH_RELEASING_SOUNDS_TO_ENTITIES // sounds would follow ped and vehicles coordinates if not being queued otherwise
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#define USE_TIME_SCALE_FOR_AUDIO // slow down/speed up sounds according to the speed of the game
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#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
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#ifdef AUDIO_OPUS
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