More audio fix

This commit is contained in:
Sergeanur 2021-01-05 00:50:51 +02:00
parent 63e9f6d826
commit 042e21115e

View File

@ -3038,7 +3038,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
switch (sound) {
case SOUND_STEP_START:
case SOUND_STEP_END:
if (!params.m_pPed->bIsInTheAir)
if (params.m_pPed->bIsInTheAir)
continue;
emittingVol = m_anRandomTable[3] % 15 + 45;
if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
@ -3116,7 +3116,8 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
break;
case SOUND_FALL_LAND:
case SOUND_FALL_COLLAPSE:
if (!ped->bIsLooking) {
if (ped->bIsInTheAir)
continue;
maxDist = SQR(30);
emittingVol = m_anRandomTable[3] % 20 + 80;
if (ped->m_nSurfaceTouched == SURFACE_WATER) {
@ -3140,7 +3141,6 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
}
break;
case SOUND_FIGHT_PUNCH_33:
m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;