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More audio fix

This commit is contained in:
Sergeanur 2021-01-05 00:50:51 +02:00
parent 63e9f6d826
commit 042e21115e

View file

@ -3038,7 +3038,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
switch (sound) { switch (sound) {
case SOUND_STEP_START: case SOUND_STEP_START:
case SOUND_STEP_END: case SOUND_STEP_END:
if (!params.m_pPed->bIsInTheAir) if (params.m_pPed->bIsInTheAir)
continue; continue;
emittingVol = m_anRandomTable[3] % 15 + 45; emittingVol = m_anRandomTable[3] % 15 + 45;
if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity) if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
@ -3116,31 +3116,31 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
break; break;
case SOUND_FALL_LAND: case SOUND_FALL_LAND:
case SOUND_FALL_COLLAPSE: case SOUND_FALL_COLLAPSE:
if (!ped->bIsLooking) { if (ped->bIsInTheAir)
maxDist = SQR(30); continue;
emittingVol = m_anRandomTable[3] % 20 + 80; maxDist = SQR(30);
if (ped->m_nSurfaceTouched == SURFACE_WATER) { emittingVol = m_anRandomTable[3] % 20 + 80;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1; if (ped->m_nSurfaceTouched == SURFACE_WATER) {
} else if (sound == SOUND_FALL_LAND) { m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND; } else if (sound == SOUND_FALL_LAND) {
} else { m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL; } else {
} m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
} }
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break; break;
case SOUND_FIGHT_PUNCH_33: case SOUND_FIGHT_PUNCH_33:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;