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Fix audio use of number instead of enum for CAR_ACCEL

This commit is contained in:
Sergeanur 2020-05-16 16:55:37 +03:00
parent c54d3ba2ab
commit dc5ece8327

View file

@ -7368,7 +7368,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
return; return;
} }
if (processedAccelSampleStopped) { if (processedAccelSampleStopped) {
if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + 345, 0)) if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + SFX_CAR_ACCEL_1, 0))
return; return;
SampleManager.SetChannelLoopCount(m_nActiveSamples, 1); SampleManager.SetChannelLoopCount(m_nActiveSamples, 1);
SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1); SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1);
@ -7391,7 +7391,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
} }
if (CurrentPretendGear < params->m_pTransmission->nNumberOfGears - 1) { if (CurrentPretendGear < params->m_pTransmission->nNumberOfGears - 1) {
++CurrentPretendGear; ++CurrentPretendGear;
if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + 345, 0)) if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + SFX_CAR_ACCEL_1, 0))
return; return;
SampleManager.SetChannelLoopCount(m_nActiveSamples, 1); SampleManager.SetChannelLoopCount(m_nActiveSamples, 1);
SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1); SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1);