mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Fix chainsaw sounds lol
This commit is contained in:
parent
450cd17d16
commit
0768026938
@ -2232,7 +2232,6 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params)
|
|||||||
if (veh->m_modelIndex == MI_MRWHOOP)
|
if (veh->m_modelIndex == MI_MRWHOOP)
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
veh->m_nAlarmState;
|
|
||||||
if (veh->IsAlarmOn())
|
if (veh->IsAlarmOn())
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
@ -4455,8 +4454,6 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
|
|||||||
m_sQueueSample.m_bRequireReflection = true;
|
m_sQueueSample.m_bRequireReflection = true;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// TODO: breaks the game right now, probably needs AudioManager.cpp to be done first
|
|
||||||
/*
|
|
||||||
case SOUND_WEAPON_CHAINSAW_ATTACK:
|
case SOUND_WEAPON_CHAINSAW_ATTACK:
|
||||||
if (FindVehicleOfPlayer())
|
if (FindVehicleOfPlayer())
|
||||||
continue;
|
continue;
|
||||||
@ -4491,7 +4488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
|
|||||||
m_sQueueSample.m_nLoopCount = 0;
|
m_sQueueSample.m_nLoopCount = 0;
|
||||||
emittingVol = 100;
|
emittingVol = 100;
|
||||||
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
|
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
|
||||||
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
|
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
|
||||||
m_sQueueSample.m_nEmittingVolume = 100;
|
m_sQueueSample.m_nEmittingVolume = 100;
|
||||||
m_sQueueSample.m_bIs2D = false;
|
m_sQueueSample.m_bIs2D = false;
|
||||||
m_sQueueSample.m_bReleasingSoundFlag = false;
|
m_sQueueSample.m_bReleasingSoundFlag = false;
|
||||||
@ -4513,13 +4510,12 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
|
|||||||
m_sQueueSample.m_nLoopCount = 0;
|
m_sQueueSample.m_nLoopCount = 0;
|
||||||
emittingVol = 100;
|
emittingVol = 100;
|
||||||
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
|
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
|
||||||
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13);
|
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13);
|
||||||
m_sQueueSample.m_nEmittingVolume = 100;
|
m_sQueueSample.m_nEmittingVolume = 100;
|
||||||
m_sQueueSample.m_bIs2D = false;
|
m_sQueueSample.m_bIs2D = false;
|
||||||
m_sQueueSample.m_bReleasingSoundFlag = false;
|
m_sQueueSample.m_bReleasingSoundFlag = false;
|
||||||
m_sQueueSample.m_nReleasingVolumeDivider = 5;
|
m_sQueueSample.m_nReleasingVolumeDivider = 5;
|
||||||
break;
|
break;
|
||||||
*/
|
|
||||||
case SOUND_WEAPON_SHOT_FIRED:
|
case SOUND_WEAPON_SHOT_FIRED:
|
||||||
weapon = ped->GetWeapon();
|
weapon = ped->GetWeapon();
|
||||||
if (!weapon)
|
if (!weapon)
|
||||||
|
Loading…
Reference in New Issue
Block a user