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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Sync fixes from miami
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@ -1367,7 +1367,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
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#ifdef EXTERNAL_3D_SOUND
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SampleManager.SetChannelEmittingVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, 85);
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SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z);
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SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.f, 12.5f);
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SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f);
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#else
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SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(85, 50.0f, m_sQueueSample.m_fDistance));
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@ -546,7 +546,7 @@ cAudioManager::ComputePan(float dist, CVector *vec)
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index = Min(63, ABS(index));
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if (vec->x > 0.f)
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return Max(20, 63 - PanTable[index]);
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return Max(20, 63 - (int8)PanTable[index]);
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return Min(107, PanTable[index] + 63);
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}
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@ -820,10 +820,10 @@ cAudioManager::ProcessActiveQueues()
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m_asActiveSamples[i].m_bIsProcessed = FALSE;
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}
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for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; ++i) {
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for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
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tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
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if (sample.m_nSampleIndex != NO_SAMPLE) {
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for (int32 j = 0; j < m_nActiveSamples; ++j) {
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for (int32 j = 0; j < m_nActiveSamples; j++) {
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if (sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex && sample.m_nCounter == m_asActiveSamples[j].m_nCounter &&
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sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) {
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if (sample.m_nLoopCount) {
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@ -906,16 +906,16 @@ cAudioManager::ProcessActiveQueues()
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m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
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}
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}
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for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; ++i) {
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for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) {
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tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]];
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if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) {
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if (sample.m_nCounter > 255 && sample.m_nLoopCount && sample.m_nLoopsRemaining) {
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--sample.m_nLoopsRemaining;
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if (sample.m_nCounter > 255 && sample.m_nLoopCount != 0 && sample.m_nLoopsRemaining != 0) {
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sample.m_nLoopsRemaining--;
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sample.m_nReleasingVolumeDivider = 1;
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} else {
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for (uint8 j = 0; j < m_nActiveSamples; ++j) {
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for (uint8 j = 0; j < m_nActiveSamples; j++) {
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if (!m_asActiveSamples[j].m_bIsProcessed) {
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if (sample.m_nLoopCount) {
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if (sample.m_nLoopCount != 0) {
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samplesPerFrame = sample.m_nFrequency / m_nTimeSpent;
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samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex);
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if (samplesPerFrame == 0)
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@ -939,7 +939,7 @@ cAudioManager::ProcessActiveQueues()
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#ifdef EXTERNAL_3D_SOUND
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SampleManager.SetChannelEmittingVolume(j, emittingVol);
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#else
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SampleManager.SetChannelVolume(j, m_asActiveSamples[j].m_nVolume);
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SampleManager.SetChannelVolume(j, emittingVol);
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SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
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#endif
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SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd);
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@ -951,12 +951,12 @@ cAudioManager::ProcessActiveQueues()
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if (offset == 63)
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x = 0.f;
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else if (offset >= 63)
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x = (offset - 63) * 1000.f / 63;
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x = (offset - 63) * 1000.0f / 63;
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else
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x = -(63 - offset) * 1000.f / 63;
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x = -(63 - offset) * 1000.0f / 63;
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usedX = x;
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usedY = 0.f;
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usedZ = 0.f;
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usedY = 0.0f;
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usedZ = 0.0f;
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m_asActiveSamples[j].m_fSoundIntensity = 100000.0f;
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} else {
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usedX = position.x;
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@ -991,7 +991,7 @@ cAudioManager::ClearRequestedQueue()
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void
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cAudioManager::ClearActiveSamples()
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{
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for (int32 i = 0; i < m_nActiveSamples; i++) {
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for (uint8 i = 0; i < m_nActiveSamples; i++) {
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m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
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m_asActiveSamples[i].m_nCounter = 0;
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m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
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