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fix audio bug and some refractoring
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@ -813,7 +813,7 @@ 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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@ -836,9 +836,9 @@ 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 / 190.f;
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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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@ -866,7 +866,7 @@ 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 velChange;
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@ -886,9 +886,9 @@ 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 / 6.f;
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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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@ -6488,15 +6488,15 @@ cAudioManager::ProcessFires(int32)
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void
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cAudioManager::ProcessWaterCannon(int32)
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{
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const float SOUND_INTENSITY = 900.0f;
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const float SOUND_INTENSITY = 30.0f;
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for (int32 i = 0; i < NUM_WATERCANNONS; i++) {
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if (CWaterCannons::aCannons[i].m_nId) {
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m_sQueueSample.m_vecPos = CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
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float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SOUND_INTENSITY) {
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if (distSquared < SQR(SOUND_INTENSITY)) {
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
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