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Fix drive-by machine gun sound

This commit is contained in:
Sergeanur 2020-12-27 10:58:33 +02:00
parent a4ec3cdf0b
commit 759f91ce91

View file

@ -2964,21 +2964,58 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
isHeli = true; isHeli = true;
break; break;
default: default:
{
maxDist = SQR(SOUND_INTENSITY); maxDist = SQR(SOUND_INTENSITY);
#ifdef FIX_BUGS
int32 sampleIndex;
int32 frequency;
CPed *pPed = params.m_pVehicle->pDriver;
if(!pPed->HasWeaponSlot(WEAPONSLOT_SUBMACHINEGUN)) {
sampleIndex = SFX_UZI_LEFT;
frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
frequency += RandomDisplacement(frequency / 32);
} else
switch(pPed->GetWeapon(WEAPONSLOT_SUBMACHINEGUN).m_eWeaponType) {
case WEAPONTYPE_TEC9:
sampleIndex = SFX_TEC_LEFT;
frequency = RandomDisplacement(500) + 17000;
break;
case WEAPONTYPE_SILENCED_INGRAM:
sampleIndex = SFX_TEC_LEFT;
frequency = RandomDisplacement(1000) + 34000;
break;
case WEAPONTYPE_MP5:
sampleIndex = SFX_MP5_LEFT;
frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
frequency += RandomDisplacement(frequency / 32);
break;
default:
sampleIndex = SFX_UZI_LEFT;
frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
frequency += RandomDisplacement(frequency / 32);
break;
}
m_sQueueSample.m_nSampleIndex = sampleIndex;
#else
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
#endif
m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = GunIndex++; m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = m_anRandomTable[2] % 15 + 65; emittingVol = m_anRandomTable[2] % 15 + 65;
if (GunIndex > 58) if(GunIndex > 58) GunIndex = 53;
GunIndex = 53; #ifdef FIX_BUGS
m_sQueueSample.m_nFrequency = frequency;
#else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
#endif
m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true; m_sQueueSample.m_bRequireReflection = true;
break; break;
} }
}
break; break;
} }
case SOUND_WEAPON_HIT_VEHICLE: { case SOUND_WEAPON_HIT_VEHICLE: {