refactoring and crash fixing for audio glossary.
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@ -59,7 +59,14 @@ typedef struct {
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}SfxRecord;
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class AudioGlossaryData {
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public:
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AccessibleActorList_t accessibleActorList;
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AccessibleActorList_t::iterator current = accessibleActorList.begin();
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bool GlossaryStarted = false;
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int cooldown = 0;
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int frameCount = 0;
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};
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class ActorAccessibility {
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public:
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@ -68,6 +75,7 @@ class ActorAccessibility {
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SupportedActors_t supportedActors;
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TrackedActors_t trackedActors;
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AccessibleActorList_t accessibleActorList;
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AudioGlossaryData* glossary;
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VAZones_t vaZones;
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SceneList_t sceneList;
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AccessibleAudioEngine* audioEngine;
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@ -83,14 +91,8 @@ class ActorAccessibility {
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};
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static ActorAccessibility* aa;
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class AudioGlossaryData {
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public:
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AccessibleActorList_t::iterator current = aa->accessibleActorList.begin();
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bool GlossaryStarted = false;
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int cooldown = 0;
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int frameCount = 0;
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};
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static AudioGlossaryData* glossary;
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uint64_t ActorAccessibility_GetNextID() {
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uint64_t result = aa->nextActorID;
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@ -126,7 +128,7 @@ void ActorAccessibility_OnGameStillFrozen()
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void ActorAccessibility_Init() {
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aa = new ActorAccessibility();
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glossary = new AudioGlossaryData();
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aa->glossary = new AudioGlossaryData();
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aa->isOn = CVarGetInteger("gA11yAudioInteraction", 0);
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if (!aa->isOn)
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return;
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@ -408,13 +410,15 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
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}
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}
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actor->frameCount++;
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glossary->frameCount++;
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if (aa->glossary->GlossaryStarted) {
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aa->glossary->frameCount++;
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}
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if (actor->frameCount != 1 && (actor->frameCount - 1) % actor->policy.n != 0)
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return;
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if (!actor->policy.runsAlways && actor->xyzDistToPlayer > actor->policy.distance) {
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return;
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}
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if (actor->isDrawn == 0 && actor->actor->id != 406 && actor->actor->id != 302 && !glossary->GlossaryStarted)
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if (actor->isDrawn == 0 && actor->actor->id != 406 && actor->actor->id != 302 && !aa->glossary->GlossaryStarted)
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return;
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if (actor->policy.aimAssist.isProvider) {
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if (player->stateFlags1 & PLAYER_STATE1_FIRST_PERSON &&
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@ -467,7 +471,7 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
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return;
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}
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ActorAccessibility_AudioGlossary(play);
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if (glossary->GlossaryStarted) {
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if (aa->glossary->GlossaryStarted) {
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return;
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}
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@ -495,16 +499,16 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
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}
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void ActorAccessibility_AudioGlossary(PlayState* play) {
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if (glossary->GlossaryStarted) {
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AccessibleActor glossaryActor = (*glossary->current).second;
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if (aa->glossary->GlossaryStarted) {
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AccessibleActor glossaryActor = (*aa->glossary->current).second;
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ActorAccessibility_CopyParamsFromRealActor(&glossaryActor);
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glossaryActor.policy.distance = glossaryActor.xzDistToPlayer * 3;
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glossaryActor.policy.ydist = 1000;
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glossaryActor.frameCount = glossary->frameCount;
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glossaryActor.frameCount = aa->glossary->frameCount;
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ActorAccessibility_RunAccessibilityForActor(play, &glossaryActor);
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}
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if (glossary->cooldown != 0) {
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glossary->cooldown--;
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if (aa->glossary->cooldown != 0) {
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aa->glossary->cooldown--;
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return;
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}
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@ -512,40 +516,41 @@ int ActorAccessibility_GetRandomStartingFrameCount(int min, int max) {
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bool comboStartGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[10] &&
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trackerButtonsPressed[0].button & buttons[6];
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if (comboStartGlossary) {
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glossary->GlossaryStarted = true;
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glossary->current = aa->accessibleActorList.begin();
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SpeechSynthesizer::Instance->Speak((*glossary->current).second.policy.englishName, GetLanguageCode());
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aa->glossary->GlossaryStarted = true;
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aa->glossary->current = aa->accessibleActorList.begin();
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SpeechSynthesizer::Instance->Speak((*aa->glossary->current).second.policy.englishName, GetLanguageCode());
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return;
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}
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bool comboNextGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[13] &&
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trackerButtonsPressed[0].button & buttons[6];
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if (comboNextGlossary && glossary->GlossaryStarted) {
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if (glossary->current != aa->accessibleActorList.end()) {
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glossary->current++;
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if (comboNextGlossary && aa->glossary->GlossaryStarted) {
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aa->glossary->current++;
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if (aa->glossary->current == aa->accessibleActorList.end()) {
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aa->glossary->current = aa->accessibleActorList.begin();
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};
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glossary->cooldown = 20;
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SpeechSynthesizer::Instance->Speak((*glossary->current).second.policy.englishName, GetLanguageCode());
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aa->glossary->cooldown = 5;
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SpeechSynthesizer::Instance->Speak((*aa->glossary->current).second.policy.englishName, GetLanguageCode());
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}
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bool comboPrevGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[12] &&
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trackerButtonsPressed[0].button & buttons[6];
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if (comboPrevGlossary && glossary->GlossaryStarted) {
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if (glossary->current != aa->accessibleActorList.begin()) {
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glossary->current--;
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};
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glossary->cooldown = 20;
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if (comboPrevGlossary && aa->glossary->GlossaryStarted) {
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if (aa->glossary->current != aa->accessibleActorList.begin()) {
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aa->glossary->current--;
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}
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aa->glossary->cooldown = 5;
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SpeechSynthesizer::Instance->Speak((*glossary->current).second.policy.englishName, GetLanguageCode());
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SpeechSynthesizer::Instance->Speak((*aa->glossary->current).second.policy.englishName, GetLanguageCode());
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}
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bool comboDisableGlossary = trackerButtonsPressed != nullptr && trackerButtonsPressed[0].button & buttons[11] &&
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trackerButtonsPressed[0].button & buttons[6];
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if (comboDisableGlossary) {
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glossary->cooldown = 0;
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glossary->GlossaryStarted = false;
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aa->glossary->cooldown = 0;
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aa->glossary->GlossaryStarted = false;
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}
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// Processes external audio engine.
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ActorAccessibility_PrepareNextAudioFrame();
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}
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//Virtual actor config.
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