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authorSergeanur <s.anureev@yandex.ua>2021-08-24 13:11:36 +0300
committerSergeanur <s.anureev@yandex.ua>2021-08-24 13:11:36 +0300
commit38f4ea7aa3773e5fa9ff99fa131b7db223117009 (patch)
tree3c37be5546d6f21faea73fb8e55263c77ce744d8
parente9a61ca38cd88a9c8b15b00a1ada73dd7d85c46f (diff)
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
-rw-r--r--src/audio/AudioLogic.cpp10
-rw-r--r--src/audio/AudioManager.cpp188
-rw-r--r--src/audio/AudioManager.h7
-rw-r--r--src/audio/PolRadio.cpp4
-rw-r--r--src/core/config.h3
5 files changed, 164 insertions, 48 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 0ba2190d..da46d0d7 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -1389,7 +1389,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
if (engineSoundType == SFX_BANK_TRUCK)
freq /= 2;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq * CTimer::GetTimeScale());
+#else
SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
+#endif
if (!channelUsed) {
#if GTA_VERSION >= GTA3_PC_10
SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE);
@@ -6102,7 +6106,7 @@ cPedComments::Process()
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
#endif // FIX_BUGS
#endif // EXTERNAL_3D_SOUND
-#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
+#ifdef ATTACH_RELEASING_SOUNDS_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;
@@ -6174,8 +6178,10 @@ cPedComments::Process()
AudioManager.m_sQueueSample.m_bIs2D = FALSE;
AudioManager.m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
+#ifndef USE_TIME_SCALE_FOR_AUDIO
if (CTimer::GetIsSlowMotionActive())
- AudioManager.m_sQueueSample.m_nFrequency /= 2;
+ AudioManager.m_sQueueSample.m_nFrequency >>= 1;
+#endif
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
AudioManager.AddSampleToRequestedQueue();
default:
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index eeebcebb..c13b8cca 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -134,8 +134,47 @@ cAudioManager::CreateEntity(eAudioType type, void *entity)
return AEHANDLE_ERROR_NOENTITY;
if (type >= TOTAL_AUDIO_TYPES)
return AEHANDLE_ERROR_BADAUDIOTYPE;
+
+#ifdef FIX_BUGS
+ // since sound could still play after entity deletion let's make sure we don't override one that is in use
+ // find all the free entity IDs that are being used by queued samples
+ int32 stillUsedEntities[NUM_CHANNELS_GENERIC * NUM_SOUNDS_SAMPLES_BANKS];
+ uint32 stillUsedEntitiesCount = 0;
+
+ for (uint8 i = 0; i < NUM_SOUNDS_SAMPLES_BANKS; i++)
+ for (uint8 j = 0; j < m_SampleRequestQueuesStatus[i]; j++) {
+ tSound &sound = m_asSamples[i][m_abSampleQueueIndexTable[i][j]];
+ if (sound.m_nEntityIndex < 0) continue;
+ if (!m_asAudioEntities[sound.m_nEntityIndex].m_bIsUsed) {
+ bool found = false;
+ for (uint8 k = 0; k < stillUsedEntitiesCount; k++) {
+ if (stillUsedEntities[k] == sound.m_nEntityIndex) {
+ found = true;
+ break;
+ }
+ }
+ if (!found)
+ stillUsedEntities[stillUsedEntitiesCount++] = sound.m_nEntityIndex;
+ }
+ }
+#endif
+
for (uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) {
if (!m_asAudioEntities[i].m_bIsUsed) {
+#ifdef FIX_BUGS
+ // skip if ID is still used by queued sample
+ bool skip = false;
+ for (uint8 j = 0; j < stillUsedEntitiesCount; j++) {
+ if (stillUsedEntities[j] == i) {
+ //debug("audio entity %i still used, skipping\n", i);
+ skip = true;
+ break;
+ }
+ }
+ if (skip)
+ continue;
+#endif
+
m_asAudioEntities[i].m_bIsUsed = TRUE;
m_asAudioEntities[i].m_bStatus = FALSE;
m_asAudioEntities[i].m_nType = type;
@@ -791,39 +830,93 @@ cAudioManager::AddReleasingSounds()
if (sample.m_nCounter <= 255 || sample.m_nReflectionDelay == 0) // check if not delayed reflection
#endif
{
- if (sample.m_nFramesToPlay == 0)
+#ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
+ if (sample.m_nCounter <= 255 && !sample.m_bIs2D) { // check if not reflection and is a 3D sound
+ CEntity* entity = (CEntity*)GetEntityPointer(sample.m_nEntityIndex);
+ if (entity && m_asAudioEntities[sample.m_nEntityIndex].m_nType == AUDIOTYPE_PHYSICAL) {
+ sample.m_vecPos = entity->GetPosition();
+ float oldDistance = sample.m_fDistance;
+ sample.m_fDistance = Sqrt(GetDistanceSquared(sample.m_vecPos));
+ if (sample.m_nSampleIndex >= SAMPLEBANK_PED_START && sample.m_nSampleIndex <= SAMPLEBANK_PED_END) { // check if it's ped comment
+ uint8 vol;
+ if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), sample.m_vecPos, true, false, false, false, false, false))
+ vol = MAX_VOLUME;
+ else
+ vol = 31;
+#ifdef EXTERNAL_3D_SOUND
+ sample.m_nEmittingVolume = vol;
+#endif
+ sample.m_nVolume = ComputeVolume(vol, sample.m_MaxDistance, sample.m_fDistance);
+ } else {
+ // calculate new volume with changed distance
+ float volumeDiff = sq((sample.m_MaxDistance - sample.m_fDistance) / (sample.m_MaxDistance - oldDistance));
+ if (volumeDiff > 0.0f) {
+ uint8 newVolume = volumeDiff * sample.m_nVolume;
+ if (sample.m_nVolumeChange > 0)
+ sample.m_nVolumeChange = volumeDiff * sample.m_nVolumeChange;
+#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
+ if (sample.m_nEmittingVolumeChange > 0)
+ sample.m_nEmittingVolumeChange = volumeDiff * sample.m_nEmittingVolumeChange;
+#endif
+ sample.m_nVolume = Min(127, newVolume);
+ }
+ }
+ if (sample.m_nVolume == 0)
+ sample.m_nFramesToPlay = 0;
+ }
+ }
+#endif
+#ifdef FIX_BUGS
+ // fixing emitting volume not being lowered and high fps bugs
+ if (sample.m_nFramesToPlay <= 0)
continue;
if (sample.m_nLoopCount == 0) {
if (sample.m_nVolumeChange == -1) {
-#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
- sample.m_nVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay;
-#else
sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
-#endif
if (sample.m_nVolumeChange <= 0)
sample.m_nVolumeChange = 1;
+#ifdef EXTERNAL_3D_SOUND
+ sample.m_nEmittingVolumeChange = sample.m_nEmittingVolume / sample.m_nFramesToPlay;
+ if (sample.m_nEmittingVolumeChange <= 0)
+ sample.m_nEmittingVolumeChange = 1;
+#endif
}
-#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
- if (sample.m_nEmittingVolume <= sample.m_nVolumeChange) {
+ if (sample.m_nVolume <= sample.m_nVolumeChange * CTimer::GetTimeStepFix()) {
+ sample.m_nFramesToPlay = 0;
+ continue;
+ }
+ sample.m_nVolume -= sample.m_nVolumeChange * CTimer::GetTimeStepFix();
+#ifdef EXTERNAL_3D_SOUND
+ if (sample.m_nEmittingVolume <= sample.m_nEmittingVolumeChange * CTimer::GetTimeStepFix()) {
+ sample.m_nFramesToPlay = 0;
+ continue;
+ }
+ sample.m_nEmittingVolume -= sample.m_nEmittingVolumeChange * CTimer::GetTimeStepFix();
+#endif
+ }
+ sample.m_nFramesToPlay -= CTimer::GetTimeStepFix();
+ if (sample.m_nFramesToPlay < 0)
+ sample.m_nFramesToPlay = 0;
#else
+ if (sample.m_nFramesToPlay == 0)
+ continue;
+ if (sample.m_nLoopCount == 0) {
+ if (sample.m_nVolumeChange == -1) {
+ sample.m_nVolumeChange = sample.m_nVolume / sample.m_nFramesToPlay;
+ if (sample.m_nVolumeChange <= 0)
+ sample.m_nVolumeChange = 1;
+ }
if (sample.m_nVolume <= sample.m_nVolumeChange) {
-#endif
sample.m_nFramesToPlay = 0;
continue;
}
-#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
- sample.m_nEmittingVolume -= sample.m_nVolumeChange;
-#else
sample.m_nVolume -= sample.m_nVolumeChange;
-#endif
}
-#ifdef FIX_BUGS
- if(CTimer::GetLogicalFramesPassed() != 0)
+ sample.m_nFramesToPlay--;
#endif
- --sample.m_nFramesToPlay;
if (m_bReduceReleasingPriority) {
if (sample.m_nPriority < 20)
- ++sample.m_nPriority;
+ sample.m_nPriority++;
}
sample.m_bStatic = FALSE;
}
@@ -854,6 +947,16 @@ cAudioManager::ProcessActiveQueues()
uint8 emittingVol;
CVector position;
+#ifdef EXTERNAL_3D_SOUND
+ #define WORKING_VOLUME_FIELD m_nEmittingVolume
+#else
+ #define WORKING_VOLUME_FIELD m_nVolume
+#endif
+
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ float timeScale = m_nUserPause ? 1.0f : CTimer::GetTimeScale();
+#endif
+
for (int32 i = 0; i < m_nActiveSamples; i++) {
m_asSamples[m_nActiveSampleQueue][i].m_bIsBeingPlayed = FALSE;
m_asActiveSamples[i].m_bIsBeingPlayed = FALSE;
@@ -891,12 +994,12 @@ cAudioManager::ProcessActiveQueues()
sample.m_nVolumeChange = -1;
if (!sample.m_bStatic) {
if (sample.m_bIs2D) {
-#ifdef EXTERNAL_3D_SOUND
- emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.m_nEmittingVolume) : sample.m_nEmittingVolume;
+ emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.WORKING_VOLUME_FIELD) : sample.WORKING_VOLUME_FIELD;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(j, sample.m_nFrequency * timeScale);
#else
- emittingVol = m_bDoubleVolume ? 2 * Min(63, sample.m_nVolume) : sample.m_nVolume;
-#endif
SampleManager.SetChannelFrequency(j, sample.m_nFrequency);
+#endif
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
#else
@@ -904,24 +1007,6 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelVolume(j, sample.m_nVolume);
#endif
} else {
-#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
- if (sample.m_nCounter <= 255 && sample.m_nSampleIndex >= SAMPLEBANK_PED_START && sample.m_nSampleIndex <= SAMPLEBANK_PED_END) {
- CEntity* entity = (CEntity*)GetEntityPointer(sample.m_nEntityIndex);
- if (entity && m_asAudioEntities[sample.m_nEntityIndex].m_nType == AUDIOTYPE_PHYSICAL) {
- sample.m_vecPos = entity->GetPosition();
- sample.m_fDistance = Sqrt(GetDistanceSquared(sample.m_vecPos));
- uint8 vol;
- if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), sample.m_vecPos, true, false, false, false, false, false))
- vol = MAX_VOLUME;
- else
- vol = 31;
-#ifdef EXTERNAL_3D_SOUND
- sample.m_nEmittingVolume = vol;
-#endif
- sample.m_nVolume = ComputeVolume(vol, sample.m_MaxDistance, sample.m_fDistance);
- }
- }
-#endif
position2 = sample.m_fDistance;
position1 = m_asActiveSamples[j].m_fDistance;
m_asActiveSamples[j].m_fDistance = sample.m_fDistance;
@@ -929,7 +1014,11 @@ cAudioManager::ProcessActiveQueues()
if (sample.m_nFrequency != m_asActiveSamples[j].m_nFrequency) {
uint32 freq = Clamp2((int32)sample.m_nFrequency, (int32)m_asActiveSamples[j].m_nFrequency, 6000);
m_asActiveSamples[j].m_nFrequency = freq;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(j, freq * timeScale);
+#else
SampleManager.SetChannelFrequency(j, freq);
+#endif
}
#ifdef EXTERNAL_3D_SOUND
@@ -942,8 +1031,8 @@ cAudioManager::ProcessActiveQueues()
if (sample.m_nVolume != m_asActiveSamples[j].m_nVolume) {
vol = Clamp2((int8)sample.m_nVolume, (int8)m_asActiveSamples[j].m_nVolume, 10);
m_asActiveSamples[j].m_nVolume = vol;
- SampleManager.SetChannelVolume(j, m_bDoubleVolume ? 2 * Min(63, vol) : vol);
}
+ SampleManager.SetChannelVolume(j, m_bDoubleVolume ? 2 * Min(63, vol) : vol);
#endif
TranslateEntity(&sample.m_vecPos, &position);
#ifdef EXTERNAL_3D_SOUND
@@ -996,18 +1085,18 @@ cAudioManager::ProcessActiveQueues()
m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
#endif
}
-#ifdef EXTERNAL_3D_SOUND
- emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nEmittingVolume) : m_asActiveSamples[j].m_nEmittingVolume;
-#else
- emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
-#endif
+ emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].WORKING_VOLUME_FIELD) : m_asActiveSamples[j].WORKING_VOLUME_FIELD;
#ifdef GTA_PS2
{
SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex);
#else
if (SampleManager.InitialiseChannel(j, m_asActiveSamples[j].m_nSampleIndex, m_asActiveSamples[j].m_nBankIndex)) {
#endif
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency * timeScale);
+#else
SampleManager.SetChannelFrequency(j, m_asActiveSamples[j].m_nFrequency);
+#endif
#ifdef EXTERNAL_3D_SOUND
SampleManager.SetChannelEmittingVolume(j, emittingVol);
#else
@@ -1016,8 +1105,8 @@ cAudioManager::ProcessActiveQueues()
#endif
#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd);
- SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount);
#endif
+ SampleManager.SetChannelLoopCount(j, m_asActiveSamples[j].m_nLoopCount);
SampleManager.SetChannelReverbFlag(j, m_asActiveSamples[j].m_bReverb);
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[j].m_bIs2D) {
@@ -1051,6 +1140,15 @@ cAudioManager::ProcessActiveQueues()
}
}
}
+
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ for (uint8 i = 0; i < m_nActiveSamples; i++) {
+ if (m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE && m_asActiveSamples[i].m_bIsBeingPlayed)
+ SampleManager.SetChannelFrequency(i, m_asActiveSamples[i].m_nFrequency * timeScale);
+ }
+#endif
+
+ #undef WORKING_VOLUME_FIELD
}
void
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 39fa9288..a76ef67b 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -47,8 +47,12 @@ public:
// 0 = L 100% R 0%
// 63 = L 100% R 100%
// 127 = L 0% R 100%
+#ifndef FIX_BUGS
uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
+#else
+ float m_nFramesToPlay; // Made into float for high fps fix
+#endif
// all fields below are internal to AudioManager calculations and aren't set by queued sample
bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
@@ -60,6 +64,9 @@ public:
#endif
uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
+#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
+ int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
+#endif
};
VALIDATE_SIZE(tSound, 92);
diff --git a/src/audio/PolRadio.cpp b/src/audio/PolRadio.cpp
index 553cf287..7688566b 100644
--- a/src/audio/PolRadio.cpp
+++ b/src/audio/PolRadio.cpp
@@ -260,7 +260,11 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
default: freq = SampleManager.GetSampleBaseFrequency(sample); break;
}
PoliceChannelFreq = freq;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq * CTimer::GetTimeScale());
+#else
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
+#endif
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
#ifndef GTA_PS2
diff --git a/src/core/config.h b/src/core/config.h
index c04dfdf1..625075c5 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -438,7 +438,8 @@ enum Config {
//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
-#define ATTACH_PED_COMMENTS_TO_ENTITIES // ped comments coordinates would update following ped entity
+#define ATTACH_RELEASING_SOUNDS_TO_ENTITIES // sounds would follow ped and vehicles coordinates if not being queued otherwise
+#define USE_TIME_SCALE_FOR_AUDIO // slow down/speed up sounds according to the speed of the game
#define MULTITHREADED_AUDIO // for streams. requires C++11 or later
#ifdef AUDIO_OPUS