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fix audio bug and some refractoring

This commit is contained in:
Roman Masanin 2020-10-17 21:38:02 +03:00
parent 07143ee73b
commit ec69a0e57d

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@ -813,7 +813,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
int32 emittingVol; int32 emittingVol;
uint32 freq; uint32 freq;
float modificator; float multiplier;
int sampleFreq; int sampleFreq;
float velocity; float velocity;
@ -836,9 +836,9 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
freq = 6050 * emittingVol / 30 + 16000; freq = 6050 * emittingVol / 30 + 16000;
} else { } else {
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
modificator = m_sQueueSample.m_fDistance / 190.f; multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4); freq = (sampleFreq * multiplier) + ((3 * sampleFreq) / 4);
} }
m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nFrequency = freq;
m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nLoopCount = 0;
@ -866,7 +866,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
float relativeVelocity; float relativeVelocity;
int32 emittingVol; int32 emittingVol;
float modificator; float multiplier;
int freq; int freq;
float velChange; float velChange;
@ -886,9 +886,9 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nReleasingVolumeModificator = 3;
modificator = m_sQueueSample.m_fDistance / 6.f; multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
m_sQueueSample.m_nFrequency = freq + freq * modificator; m_sQueueSample.m_nFrequency = freq + freq * multiplier;
m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
@ -6488,15 +6488,15 @@ cAudioManager::ProcessFires(int32)
void void
cAudioManager::ProcessWaterCannon(int32) cAudioManager::ProcessWaterCannon(int32)
{ {
const float SOUND_INTENSITY = 900.0f; const float SOUND_INTENSITY = 30.0f;
for (int32 i = 0; i < NUM_WATERCANNONS; i++) { for (int32 i = 0; i < NUM_WATERCANNONS; i++) {
if (CWaterCannons::aCannons[i].m_nId) { if (CWaterCannons::aCannons[i].m_nId) {
m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur]; m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
if (distSquared < SOUND_INTENSITY) { if (distSquared < SQR(SOUND_INTENSITY)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume != 0) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;