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https://git.rip/DMCA_FUCKER/re3.git
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More audio fix
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c814a0a1a6
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103b8fb426
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@ -3028,9 +3028,9 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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CPed *ped = params.m_pPed;
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bool stereo;
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bool narrowSoundRange;
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int16 sound;
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bool noReflection;
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bool stereo;
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CWeapon *weapon;
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float maxDist = 0.f; // uninitialized variable
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@ -3038,8 +3038,8 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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weapon = params.m_pPed->GetWeapon();
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for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
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noReflection = false;
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stereo = false;
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narrowSoundRange = false;
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m_sQueueSample.m_bRequireReflection = false;
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sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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switch (sound) {
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@ -3199,7 +3199,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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AddFightSound:
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound;
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stereo = true;
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narrowSoundRange = true;
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++iSound;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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@ -3218,7 +3218,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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@ -3234,7 +3234,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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case SOUND_WEAPON_SHOT_FIRED:
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weapon = ped->GetWeapon();
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@ -3243,7 +3243,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3260,13 +3260,13 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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case WEAPONTYPE_UZI:
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m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3285,7 +3285,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3302,13 +3302,13 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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case WEAPONTYPE_AK47:
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m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3327,7 +3327,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3346,7 +3346,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3363,13 +3363,13 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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case WEAPONTYPE_ROCKETLAUNCHER:
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m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 1;
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@ -3386,7 +3386,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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case WEAPONTYPE_FLAMETHROWER:
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m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT;
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@ -3408,7 +3408,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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default:
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continue;
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@ -3451,7 +3451,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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}
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emittingVol = 75;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency += RandomDisplacement(300);
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nReleasingVolumeModificator = 5;
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@ -3472,7 +3472,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -3489,7 +3489,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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if (m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bRequireReflection = true;
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else
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noReflection = true;
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stereo = true;
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break;
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case SOUND_WEAPON_FLAMETHROWER_FIRE:
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m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT;
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@ -3513,7 +3513,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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@ -3532,7 +3532,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iSound++;
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stereo = true;
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narrowSoundRange = true;
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m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000;
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m_sQueueSample.m_nReleasingVolumeModificator = 1;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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@ -3552,23 +3552,23 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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continue;
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}
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if (stereo && iSound > 60)
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if (narrowSoundRange && iSound > 60)
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iSound = 21;
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if (params.m_fDistance < maxDist) {
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CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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if (noReflection) {
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if (stereo) {
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if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_fSoundIntensity) {
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m_sQueueSample.m_bIs2D = true;
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m_sQueueSample.m_nOffset = 0;
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} else {
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noReflection = false;
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stereo = false;
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}
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}
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m_sQueueSample.m_bReverbFlag = true;
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AddSampleToRequestedQueue();
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if (noReflection) {
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if (stereo) {
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m_sQueueSample.m_nOffset = 127;
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++m_sQueueSample.m_nSampleIndex;
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if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED ||
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