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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Fix drive-by machine gun sound
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parent
a4ec3cdf0b
commit
759f91ce91
@ -2964,21 +2964,58 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
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isHeli = true;
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isHeli = true;
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break;
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break;
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default:
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default:
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{
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maxDist = SQR(SOUND_INTENSITY);
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maxDist = SQR(SOUND_INTENSITY);
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#ifdef FIX_BUGS
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int32 sampleIndex;
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int32 frequency;
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CPed *pPed = params.m_pVehicle->pDriver;
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if(!pPed->HasWeaponSlot(WEAPONSLOT_SUBMACHINEGUN)) {
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sampleIndex = SFX_UZI_LEFT;
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frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
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frequency += RandomDisplacement(frequency / 32);
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} else
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switch(pPed->GetWeapon(WEAPONSLOT_SUBMACHINEGUN).m_eWeaponType) {
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case WEAPONTYPE_TEC9:
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sampleIndex = SFX_TEC_LEFT;
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frequency = RandomDisplacement(500) + 17000;
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break;
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case WEAPONTYPE_SILENCED_INGRAM:
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sampleIndex = SFX_TEC_LEFT;
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frequency = RandomDisplacement(1000) + 34000;
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break;
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case WEAPONTYPE_MP5:
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sampleIndex = SFX_MP5_LEFT;
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frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
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frequency += RandomDisplacement(frequency / 32);
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break;
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default:
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sampleIndex = SFX_UZI_LEFT;
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frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
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frequency += RandomDisplacement(frequency / 32);
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break;
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}
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m_sQueueSample.m_nSampleIndex = sampleIndex;
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#else
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m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
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m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
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#endif
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = GunIndex++;
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m_sQueueSample.m_nCounter = GunIndex++;
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emittingVol = m_anRandomTable[2] % 15 + 65;
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emittingVol = m_anRandomTable[2] % 15 + 65;
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if (GunIndex > 58)
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if(GunIndex > 58) GunIndex = 53;
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GunIndex = 53;
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#ifdef FIX_BUGS
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m_sQueueSample.m_nFrequency = frequency;
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#else
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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#endif
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_fSpeedMultiplier = 0.0f;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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m_sQueueSample.m_bRequireReflection = true;
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m_sQueueSample.m_bRequireReflection = true;
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break;
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break;
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}
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}
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}
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break;
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break;
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}
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}
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case SOUND_WEAPON_HIT_VEHICLE: {
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case SOUND_WEAPON_HIT_VEHICLE: {
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