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fix bugs
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parent
eeee5012b7
commit
1e3aabf654
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@ -940,7 +940,11 @@ cAudioManager::ProcessModelVehicle(cVehicleParams *params)
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if (FindPlayerVehicle() == params->m_pVehicle)
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isPlayerVeh = true;
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else
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isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle != nil; //mb bug?
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#ifdef FIX_BUGS
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isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == params->m_pVehicle;
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#else
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isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle != nil;
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#endif
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if (params->m_pVehicle->m_modelIndex == MI_RCBANDIT) {
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if (((CAutomobile*)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) {
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volume = Min(127, 127.0f * Abs(params->m_fVelocityChange) * 3.0f);
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@ -1052,7 +1056,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams* params)
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int32 emittingVol;
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uint32 freq;
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float modificator;
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float multiplier;
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int sampleFreq;
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float velocity;
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uint8 wheelsOnGround;
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@ -1091,9 +1095,9 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams* params)
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freq = 6050 * emittingVol / 30 + 16000;
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} else {
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m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
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modificator = (m_sQueueSample.m_fDistance / 95.0f) * 0.5f; //mb SOUND_INTENSITY?
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multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
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sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4);
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freq = (sampleFreq * multiplier) + ((3 * sampleFreq) / 4);
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}
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m_sQueueSample.m_nFrequency = freq;
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m_sQueueSample.m_nLoopCount = 0;
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@ -1120,7 +1124,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams* params)
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float relativeVelocity;
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int32 emittingVol;
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float modificator;
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float multiplier;
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int freq;
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float velocity;
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uint8 wheelsOnGround;
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@ -1153,9 +1157,9 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams* params)
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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modificator = (m_sQueueSample.m_fDistance / 30.0f) * 0.5f; //need recheck in III, mb sount_intensity?
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multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
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freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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m_sQueueSample.m_nFrequency = freq + freq * modificator;
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m_sQueueSample.m_nFrequency = freq + freq * multiplier;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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@ -2125,7 +2129,11 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams* params)
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nHornFrequency;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = 80; //mb bug?
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#ifdef FIX_BUGS
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m_sQueueSample.m_nEmittingVolume = volume;
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#else
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m_sQueueSample.m_nEmittingVolume = 80;
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#endif
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 5.0f;
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@ -2143,7 +2151,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams* params)
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bool
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cAudioManager::UsesSiren(cVehicleParams *params) const
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{
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params->m_pVehicle->UsesSiren();
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return params->m_pVehicle->UsesSiren();
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}
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bool
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@ -2250,7 +2258,11 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = 60; //mb bug?
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#ifdef FIX_BUGS
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m_sQueueSample.m_nEmittingVolume = volume;
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#else
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m_sQueueSample.m_nEmittingVolume = 60;
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#endif
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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@ -5882,7 +5894,7 @@ cAudioManager::ProcessProjectiles()
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}
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); //??
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m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition();
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
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m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);
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