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More audio fix
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parent
63e9f6d826
commit
042e21115e
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@ -3038,7 +3038,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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switch (sound) {
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case SOUND_STEP_START:
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case SOUND_STEP_END:
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if (!params.m_pPed->bIsInTheAir)
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if (params.m_pPed->bIsInTheAir)
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continue;
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emittingVol = m_anRandomTable[3] % 15 + 45;
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if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
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@ -3116,31 +3116,31 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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break;
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case SOUND_FALL_LAND:
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case SOUND_FALL_COLLAPSE:
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if (!ped->bIsLooking) {
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maxDist = SQR(30);
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emittingVol = m_anRandomTable[3] % 20 + 80;
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if (ped->m_nSurfaceTouched == SURFACE_WATER) {
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
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} else if (sound == SOUND_FALL_LAND) {
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m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
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}
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = 1;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_fSoundIntensity = 30.0f;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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if (ped->bIsInTheAir)
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continue;
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maxDist = SQR(30);
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emittingVol = m_anRandomTable[3] % 20 + 80;
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if (ped->m_nSurfaceTouched == SURFACE_WATER) {
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
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} else if (sound == SOUND_FALL_LAND) {
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m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
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}
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = 1;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_fSoundIntensity = 30.0f;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_FIGHT_PUNCH_33:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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