1
0
Fork 0
mirror of https://git.rip/DMCA_FUCKER/re3.git synced 2024-12-23 12:00:01 +00:00

processVehicleOneShots

This commit is contained in:
Roman Masanin 2020-10-26 00:11:04 +03:00
parent 211ab16ddb
commit 04b841c719
4 changed files with 182 additions and 61 deletions

View file

@ -2613,11 +2613,17 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
float relVol;
float vol;
bool noReflections;
bool isHeli;
float maxDist;
cPedParams pedParams;
static uint8 GunIndex = 53;
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
pedParams.m_fDistance = 0.0f;
for (int i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
noReflections = 0;
noReflections = false;
isHeli = false;
m_sQueueSample.m_bRequireReflection = false;
event = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch (event) {
@ -2634,20 +2640,22 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case OLD_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE;
break;
case NEW_DOOR:
default:
m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
break;
case TRUCK_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE;
break;
case BUS_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
default:
m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
break;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
if (params->m_pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI)
m_sQueueSample.m_nFrequency = 28062;
else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@ -2668,20 +2676,22 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case OLD_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN;
break;
case NEW_DOOR:
default:
m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
break;
case TRUCK_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN;
break;
case BUS_DOOR:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
break;
default:
m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN;
break;
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
if (params->m_pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI)
m_sQueueSample.m_nFrequency = 23459;
else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@ -2690,40 +2700,64 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
}
case SOUND_CAR_WINDSHIELD_CRACK: {
const float SOUND_INTENSITY = 30.0f;
const float SOUND_INTENSITY = 40.0f;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 68;
emittingVol = m_anRandomTable[1] % 30 + 60;
emittingVol = m_anRandomTable[1] % 30 + 80; //GetRandomNumberInRange(1, 80, 109)
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
} break;
case SOUND_CAR_JUMP: {
case SOUND_CAR_JUMP:
case SOUND_CAR_JUMP_2: {
const float SOUND_INTENSITY = 35.0f;
static uint8 WheelIndex = 82;
emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] == SOUND_CAR_JUMP_2) {
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BURST_B;
emittingVol = Max(50.0f, 2 * (60.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
} else {
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
emittingVol = Max(80.f, 2 * (100.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
}
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = WheelIndex++;
if (WheelIndex > 85)
WheelIndex = 82;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
if (params->m_nIndex == RCBANDIT) {
if (params->m_VehicleType == VEHICLE_TYPE_BIKE)
m_sQueueSample.m_nFrequency *= 2;
emittingVol /= 2;
}
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
break;
}
case SOUND_CAR_TYRE_POP: {
const float SOUND_INTENSITY = 60.0f;
static uint8 WheelIndex = 91;
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BURST;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = WheelIndex++;
if (WheelIndex > 94)
WheelIndex = 91;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BURST);
m_sQueueSample.m_nFrequency += RandomDisplacement(2000);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 10 + 117;
break;
}
case SOUND_CAR_ENGINE_START: {
const float SOUND_INTENSITY = 40.0f;
if (params->m_pVehicle->GetVehicleAppearance() != VEHICLE_APPEARANCE_CAR
|| params->m_pVehicle->m_modelIndex == MI_CADDY)
continue;
emittingVol = 60;
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
@ -2798,24 +2832,24 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
}
case SOUND_CAR_SPLASH: {
const float SOUND_INTENSITY = 40.0f;
const float SOUND_INTENSITY = 60.0f;
static uint8 WaveIndex = 41;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol <= 300.f)
if (vol <= 150.0f)
continue;
if (vol > 1200.f)
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200.0f;
relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300.f) / 900.f;
if (vol > 800.0f)
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 800.0f;
relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 150.0f) / 650.0f;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = WaveIndex++;
if (WaveIndex > 46)
WaveIndex = 41;
m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
m_sQueueSample.m_nFrequency = (7000.0f * relVol) + 6000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = (55.f * relVol);
emittingVol = (35.0f * relVol);
maxDist = SQR(SOUND_INTENSITY);
break;
}
@ -2832,6 +2866,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
break;
}*/
#ifdef GTA_TRAIN
case SOUND_TRAIN_DOOR_CLOSE:
case SOUND_TRAIN_DOOR_OPEN: {
const float SOUND_INTENSITY = 35.0f;
@ -2846,20 +2881,21 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
emittingVol = m_anRandomTable[1] % 20 + 70;
break;
}
#endif
case SOUND_CAR_TANK_TURRET_ROTATE: {
const float SOUND_INTENSITY = 40.0f;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol > 96.0f / 2500.0f)
vol = 96.0f / 2500.0f;
if (vol > 24.0f / 625.0f)
vol = 24.0f / 625.0f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 79;
m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000;
m_sQueueSample.m_nFrequency = (3000.0f * vol * 625.0f / 24.0f) + 9000;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
emittingVol = (37.f * vol * 2500.0f / 96.0f) + 90;
emittingVol = (37.0f * vol * 625.0f / 24.0f) + 90;
maxDist = SQR(SOUND_INTENSITY);
noReflections = true;
break;
@ -2891,9 +2927,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
emittingVol = m_anRandomTable[4] % 25 + 75;
break;
}
case SOUND_31:{
case SOUND_HELI_BLADE:{
const float SOUND_INTENSITY = 35.0f;
static uint8 HeliIndex = 0;
static uint8 HeliIndex = 89;
relVol = ((CAutomobile*)params->m_pVehicle)->m_aWheelSpeed[1] * 50.0f / 11.0f;
if (relVol < 0.2f || relVol == 1.0f)
continue;
@ -2901,8 +2937,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_ROT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = HeliIndex + 89;
HeliIndex = HeliIndex != 1 ? HeliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
m_sQueueSample.m_nCounter = HeliIndex++;
if (HeliIndex > 90)
HeliIndex = 89;
m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
@ -2912,20 +2949,68 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
case SOUND_WEAPON_SHOT_FIRED: {
const float SOUND_INTENSITY = 120.0f;
static uint8 GunIndex = 53;
emittingVol = m_anRandomTable[2];
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = emittingVol % 15 + 65;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
CVehicle* playerVeh;
CPlayerPed* playerPed;
switch (params->m_pVehicle->m_modelIndex) {
case MI_HUNTER:
case MI_CHOPPER:
case MI_SEASPAR:
case MI_SPARROW:
case MI_MAVERICK:
case MI_VCNMAV:
if (params->m_pVehicle->m_modelIndex == MI_HUNTER) {
if (Pads[0].GetHandBrake() == 0) {
playerVeh = FindPlayerVehicle();
playerPed = FindPlayerPed();
if (playerVeh == 0 && playerPed != 0) {
if (playerPed->m_attachedTo != nil && playerPed->m_attachedTo->GetType() == ENTITY_TYPE_VEHICLE)
playerVeh = (CVehicle*)playerPed->m_attachedTo;
}
if (playerVeh != params->m_pVehicle) {
m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
} else {
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
}
} else {
m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
}
} else {
m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
}
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = MAX_VOLUME;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M60_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
isHeli = true;
break;
default:
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = m_anRandomTable[2] % 15 + 65;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
break;
}
case SOUND_WEAPON_HIT_VEHICLE: {
@ -2959,14 +3044,12 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
break;
}
case SOUND_PED_HELI_PLAYER_FOUND:
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
pedParams.m_fDistance = 0.0f;
case SOUND_PED_HELI_PLAYER_FOUND: {
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND);
continue;
}
/* case SOUND_PED_BODYCAST_HIT:
pedParams.m_pPed = nil;
pedParams.m_bDistanceCalculated = false;
@ -2975,8 +3058,17 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT);
continue; */
case SOUND_115: {
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_115);
}
case SOUND_WATER_FALL: {
const float SOUND_INTENSITY = 40.0f;
static uint32 WaterFallFrame = 0;
if (m_FrameCounter <= WaterFallFrame)
continue;
WaterFallFrame = m_FrameCounter + 6;
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 15;
@ -2995,10 +3087,10 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 48;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + RandomDisplacement(600);
m_sQueueSample.m_nFrequency = RandomDisplacement(6000) + 16000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
++CrunchOffset;
maxDist = SQR(SOUND_INTENSITY);
emittingVol = m_anRandomTable[4] % 20 + 55;
@ -3009,14 +3101,15 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_CAR_PED_COLLISION: {
const float SOUND_INTENSITY = 40.0f;
vol = Min(20.0f, m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]);
emittingVol = (vol / 20.0f * 127.f);
if (!emittingVol)
emittingVol = Min(127, (3 * (vol / 20.0f * 127.f)) / 2);
if (emittingVol == 0)
continue;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1;
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 50;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
@ -3041,8 +3134,36 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_bReverbFlag = true;
if (isHeli) {
if (0.2f * m_sQueueSample.m_fSoundIntensity > m_sQueueSample.m_fDistance) {
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nOffset = 0;
AddSampleToRequestedQueue();
m_sQueueSample.m_nOffset = 127;
m_sQueueSample.m_nSampleIndex++;
m_sQueueSample.m_nCounter = GunIndex++;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_bRequireReflection = 0;
AddSampleToRequestedQueue();
continue;
}
isHeli = false;
}
m_sQueueSample.m_bIs2D = false;
AddSampleToRequestedQueue();
/* looks like this code ca't be reached(originaly it exist bcs used goto)
if (isHeli) {
m_sQueueSample.m_nOffset = 127;
m_sQueueSample.m_nSampleIndex++;
m_sQueueSample.m_nCounter = GunIndex++;
if (GunIndex > 58)
GunIndex = 53;
m_sQueueSample.m_bRequireReflection = 0;
AddSampleToRequestedQueue();
}*/
continue;
}
}
}

View file

@ -359,7 +359,7 @@ public:
void ProcessVehicleEngine(cVehicleParams *params); // done
void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
bool ProcessVehicleHorn(cVehicleParams *params); // done
void ProcessVehicleOneShots(cVehicleParams *params); //
void ProcessVehicleOneShots(cVehicleParams *params); // done
bool ProcessVehicleReverseWarning(cVehicleParams *params); // done
bool ProcessVehicleRoadNoise(cVehicleParams *params); // done
bool ProcessVehicleSirenOrAlarm(cVehicleParams *params); // done

View file

@ -33,7 +33,7 @@ enum eSound : uint16
SOUND_CAR_TANK_TURRET_ROTATE,
SOUND_CAR_BOMB_TICK,
SOUND_PLANE_ON_GROUND,
SOUND_31,
SOUND_HELI_BLADE,
SOUND_32,
SOUND_STEP_START,
SOUND_STEP_END,

View file

@ -1494,7 +1494,7 @@ CAutomobile::ProcessControl(void)
blade = Multiply3x3(blade, GetMatrix());
camDist /= Max(Sqrt(distSq), 0.01f);
if(Abs(DotProduct(camDist, blade)) > 0.95f){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_31, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_HELI_BLADE, 0.0f);
m_fPropellerRotation = m_aWheelRotation[1];
}
}