Replacing >> and << to / and * in AudioManager

This commit is contained in:
Sergeanur 2020-05-02 15:56:59 +03:00
parent 52390062b3
commit 05b2ae10c6
1 changed files with 45 additions and 51 deletions

View File

@ -423,7 +423,7 @@ cAudioManager::AddReflectionsToRequestedQueue()
{
float reflectionDistance;
int32 noise;
uint8 emittingVolume = (m_sQueueSample.m_nVolume >> 1) + (m_sQueueSample.m_nVolume >> 3);
uint8 emittingVolume = (m_sQueueSample.m_nVolume / 2) + (m_sQueueSample.m_nVolume / 8);
for(uint32 i = 0; i < ARRAY_SIZE(m_afReflectionsDistances); i++) {
reflectionDistance = m_afReflectionsDistances[i];
@ -436,11 +436,11 @@ cAudioManager::AddReflectionsToRequestedQueue()
m_sQueueSample.m_nVolume =
ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity,
m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume > emittingVolume >> 4) {
m_sQueueSample.m_nCounter += ((i + 1) << 8);
if(m_sQueueSample.m_nVolume > emittingVolume / 16) {
m_sQueueSample.m_nCounter += (i + 1) * 256;
if(m_sQueueSample.m_nLoopCount) {
noise = RandomDisplacement(
m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nFrequency / 32);
if(noise <= 0)
m_sQueueSample.m_nFrequency += noise;
else
@ -3545,7 +3545,7 @@ cAudioManager::ProcessAirBrakes(cVehicleParams *params)
m_sQueueSample.m_nCounter = 13;
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
@ -3634,8 +3634,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params)
m_sQueueSample.m_nCounter = 39;
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
m_sQueueSample.m_nFrequency = 10386;
m_sQueueSample.m_nFrequency +=
(m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
@ -3683,7 +3682,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params)
if(!m_sQueueSample.m_nVolume) return true;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
@ -3748,7 +3747,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params)
m_sQueueSample.m_nVolume =
ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
if(!m_sQueueSample.m_nVolume) return true;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
@ -4193,7 +4192,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
@ -4471,7 +4470,7 @@ void cAudioManager::ProcessFires(int32)
SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE) /
10;
m_sQueueSample.m_nFrequency +=
i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
i * (m_sQueueSample.m_nFrequency / 64);
m_sQueueSample.m_nReleasingVolumeModificator = 6;
break;
case ENTITY_TYPE_PED:
@ -4481,7 +4480,7 @@ void cAudioManager::ProcessFires(int32)
SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE);
emittingVol = 60;
m_sQueueSample.m_nFrequency +=
i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
i * (m_sQueueSample.m_nFrequency / 64);
m_sQueueSample.m_nReleasingVolumeModificator = 10;
break;
default:
@ -4490,7 +4489,7 @@ void cAudioManager::ProcessFires(int32)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nFrequency +=
i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
i * (m_sQueueSample.m_nFrequency / 64);
emittingVol = 80;
m_sQueueSample.m_nReleasingVolumeModificator = 8;
}
@ -4500,7 +4499,7 @@ void cAudioManager::ProcessFires(int32)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
m_sQueueSample.m_nFrequency +=
i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
i * (m_sQueueSample.m_nFrequency / 64);
emittingVol = 80;
m_sQueueSample.m_nReleasingVolumeModificator = 8;
}
@ -4792,13 +4791,10 @@ cAudioManager::ProcessGarages()
SFX_COL_CAR_PANEL_1;
}
m_sQueueSample.m_nSampleIndex = sampleIndex;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(
m_sQueueSample.m_nSampleIndex) >>
1;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
m_sQueueSample.m_nFrequency +=
RandomDisplacement(
m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nCounter = iSound++;
@ -6031,7 +6027,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 9;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
@ -6130,7 +6126,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
@ -6143,7 +6139,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_bIs2D = false;
@ -6336,7 +6332,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[3] % 15 + 45;
if(FindPlayerPed() !=
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
emittingVol >>= 1;
emittingVol /= 2;
maxDist = 400.f;
switch(params->m_pPed->m_nSurfaceTouched) {
case SURFACE_GRASS:
@ -6393,12 +6389,12 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
switch(params->m_pPed->m_nMoveState) {
case PEDMOVE_WALK:
emittingVol >>= 2;
emittingVol /= 4;
m_sQueueSample.m_nFrequency =
9 * m_sQueueSample.m_nFrequency / 10;
break;
case PEDMOVE_RUN:
emittingVol >>= 1;
emittingVol /= 2;
m_sQueueSample.m_nFrequency =
11 * m_sQueueSample.m_nFrequency / 10;
break;
@ -6724,7 +6720,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
@ -6749,7 +6745,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
@ -6770,7 +6766,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
@ -6795,7 +6791,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
@ -6816,7 +6812,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
@ -6837,7 +6833,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
@ -6862,7 +6858,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 90.0f;
@ -6976,7 +6972,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 80.0f;
@ -7000,7 +6996,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = 60.0f;
@ -7021,7 +7017,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
@ -7329,7 +7325,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
}
}
freq = (10000.f * gasPedalAudio) + 22050;
if(engineSoundType == 6) freq >>= 1;
if(engineSoundType == 6) freq /= 2;
AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq,
(engineSoundType + SFX_CAR_REV_10), 0, 52, 1);
@ -7391,8 +7387,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
SampleManager.SetChannel3DPosition(m_nActiveSamples, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(m_nActiveSamples, 50.f, 12.5f);
if(engineSoundType == 6)
freq =
(GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) >> 1;
freq = (GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) / 2;
else
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
SampleManager.SetChannelFrequency(m_nActiveSamples, freq);
@ -8336,7 +8331,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
if(m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 ||
m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
m_sQueueSample.m_nFrequency = m_sQueueSample.m_nFrequency >> 1;
m_sQueueSample.m_nFrequency /= 2;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset( m_sQueueSample.m_nSampleIndex);
@ -8476,7 +8471,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
@ -8502,7 +8497,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 50.0f;
@ -8533,10 +8528,10 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
if(params->m_nIndex == 41) {
m_sQueueSample.m_nFrequency *= 2;
emittingVol = emittingVol >> 1;
emittingVol /= 2;
}
m_sQueueSample.m_nReleasingVolumeModificator = 6;
m_sQueueSample.m_fSpeedMultiplier = 2.0f;
@ -8562,7 +8557,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10;
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 30.0f;
@ -8579,7 +8574,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 51;
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
@ -8607,7 +8602,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
m_sQueueSample.m_nReleasingVolumeModificator = 5;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 35.0f;
@ -8712,7 +8707,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 120.0f;
@ -8728,7 +8723,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
@ -8912,8 +8907,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
modificator = m_sQueueSample.m_fDistance / 190.f;
sampleFreq = SampleManager.GetSampleBaseFrequency(
SFX_ROAD_NOISE);
freq = (sampleFreq * modificator) +
((3 * sampleFreq) >> 2);
freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4);
}
m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0;
@ -9612,7 +9606,7 @@ cAudioManager::SetupJumboTaxiSound(uint8 vol)
{
if(m_sQueueSample.m_fDistance >= 180.f) return false;
uint8 emittingVol = (vol >> 1) + ((vol >> 1) * m_sQueueSample.m_fDistance / 180);
uint8 emittingVol = (vol / 2) + ((vol / 2) * m_sQueueSample.m_fDistance / 180);
if(m_sQueueSample.m_fDistance / 180 < 0.7f)
emittingVol -= emittingVol * gJumboVolOffsetPercentage / 100;