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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Audio fixes
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@ -4201,7 +4201,8 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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switch (sound) {
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case SOUND_STEP_START:
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case SOUND_STEP_END:
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if (!params.m_pPed->bIsLooking) {
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if (params.m_pPed->bIsInTheAir)
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continue;
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emittingVol = m_anRandomTable[3] % 15 + 45;
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if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
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emittingVol /= 2;
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@ -4247,7 +4248,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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}
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m_sQueueSample.m_nSampleIndex = sampleIndex;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 32;
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m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - SOUND_STEP_START + 1;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
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switch (params.m_pPed->m_nMoveState) {
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@ -4275,11 +4276,11 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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}
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break;
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case SOUND_FALL_LAND:
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case SOUND_FALL_COLLAPSE:
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if (!ped->bIsLooking) {
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if (params.m_pPed->bIsInTheAir)
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continue;
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maxDist = SQR(30);
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emittingVol = m_anRandomTable[3] % 20 + 80;
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if (ped->m_nSurfaceTouched == SURFACE_WATER) {
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@ -4303,7 +4304,6 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bRequireReflection = true;
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}
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break;
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case SOUND_FIGHT_37:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
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@ -4342,6 +4342,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nFrequency = 20000;
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goto AddFightSound;
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case SOUND_FIGHT_46:
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case SOUND_187:
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m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
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m_sQueueSample.m_nFrequency = 18000;
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goto AddFightSound;
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@ -4461,7 +4462,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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continue;
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m_sQueueSample.m_nSampleIndex = SFX_CAR_ACCEL_13;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0; // SFX_BANK_CAR_CHAINSAW
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m_sQueueSample.m_nCounter = 64;
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m_sQueueSample.m_nCounter = 70;
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m_sQueueSample.m_nFrequency = 27000;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_fSpeedMultiplier = 3.0f;
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@ -5159,7 +5160,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms)
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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}
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}
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break;
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continue;
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default:
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SetupPedComments(params, sound);
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continue;
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@ -10,6 +10,7 @@
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#include "sampman.h"
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#include "Camera.h"
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#include "World.h"
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#include "ZoneCull.h"
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cAudioManager AudioManager;
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@ -589,7 +590,7 @@ cAudioManager::AddSampleToRequestedQueue()
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}
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m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
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m_sQueueSample.m_bLoopEnded = false;
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if (m_sQueueSample.m_bIs2D) {
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if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) {
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_nLoopsRemaining = 0;
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}
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@ -601,6 +602,9 @@ cAudioManager::AddSampleToRequestedQueue()
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}
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m_sQueueSample.m_bRequireReflection = false;
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if ( m_bReverb && m_sQueueSample.m_bIs2D )
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m_sQueueSample.field_4C = 30;
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if (!m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bReverbFlag = false;
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@ -647,9 +651,9 @@ cAudioManager::AddReflectionsToRequestedQueue()
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emittingVolume = m_sQueueSample.m_nVolume;
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oldFreq = m_sQueueSample.m_nFrequency;
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} else {
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emittingVolume = (m_sQueueSample.m_nVolume / 2) + (m_sQueueSample.m_nVolume / 16);
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emittingVolume = (9 * m_sQueueSample.m_nVolume) / 16;
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}
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m_sQueueSample.m_fSoundIntensity = m_sQueueSample.m_fSoundIntensity / 2.f;
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m_sQueueSample.m_fSoundIntensity /= 2.f;
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int halfOldFreq = oldFreq >> 1;
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@ -521,7 +521,7 @@ void CStream::Pause()
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if ( !HasSource() ) return;
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ALint sourceState = AL_PAUSED;
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alGetSourcei(m_pAlSources[0], AL_SOURCE_STATE, &sourceState);
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if (sourceState != AL_PAUSED )
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if (sourceState != AL_PAUSED)
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alSourcePause(m_pAlSources[0]);
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alGetSourcei(m_pAlSources[1], AL_SOURCE_STATE, &sourceState);
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if (sourceState != AL_PAUSED)
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