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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 11:34:14 +01:00
tiny style fix
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b956be0f44
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@ -2377,13 +2377,6 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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float maxDist;
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cPedParams pedParams;
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static uint8 WaveIndex = 41;
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static uint8 GunIndex = 53;
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static uint8 iWheelIndex = 82;
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static uint8 CrunchOffset = 0;
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static uint8 heliIndex = 0;
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for (int i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
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noReflections = 0;
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m_sQueueSample.m_bRequireReflection = false;
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@ -2471,13 +2464,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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} break;
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case SOUND_CAR_JUMP: {
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const float SOUND_INTENSITY = 35.0f;
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static uint8 WheelIndex = 82;
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emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
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maxDist = SQR(SOUND_INTENSITY);
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m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = iWheelIndex++;
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if (iWheelIndex > 85)
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iWheelIndex = 82;
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m_sQueueSample.m_nCounter = WheelIndex++;
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if (WheelIndex > 85)
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WheelIndex = 82;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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if (params->m_nIndex == RCBANDIT) {
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@ -2566,6 +2560,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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}
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case SOUND_CAR_SPLASH: {
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const float SOUND_INTENSITY = 40.0f;
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static uint8 WaveIndex = 41;
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vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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if (vol <= 300.f)
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continue;
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@ -2659,6 +2654,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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}
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case SOUND_31:{
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const float SOUND_INTENSITY = 35.0f;
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static uint8 HeliIndex = 0;
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relVol = ((CAutomobile*)params->m_pVehicle)->m_aWheelSpeed[1] * 50.0f / 11.0f;
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if (relVol < 0.2f || relVol == 1.0f)
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continue;
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@ -2666,8 +2662,8 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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maxDist = SQR(SOUND_INTENSITY);
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m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_ROT;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = heliIndex + 89;
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heliIndex = heliIndex != 1 ? heliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
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m_sQueueSample.m_nCounter = HeliIndex + 89;
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HeliIndex = HeliIndex != 1 ? HeliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
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m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000;
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 2;
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@ -2677,6 +2673,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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}
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case SOUND_WEAPON_SHOT_FIRED: {
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const float SOUND_INTENSITY = 120.0f;
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static uint8 GunIndex = 53;
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emittingVol = m_anRandomTable[2];
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maxDist = SQR(SOUND_INTENSITY);
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m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
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@ -2755,6 +2752,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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}
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case SOUND_SPLATTER: {
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const float SOUND_INTENSITY = 40.0f;
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static uint8 CrunchOffset = 0;
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m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = 48;
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@ -3369,7 +3367,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams* params)
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if (automobile != nil)
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automobile->GetComponentWorldPosition(CAR_BOOT, m_sQueueSample.m_vecPos);
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else if (params->m_VehicleType == VEHICLE_TYPE_HELI)
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m_sQueueSample.m_vecPos = { 0.0f, -10.0f, 0.0f }; //this is from android, but for real it's not used
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m_sQueueSample.m_vecPos = CVector(0.0f, -10.0f, 0.0f); //this is from android, but for real it's not used
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params->m_bDistanceCalculated = false;
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params->m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);
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