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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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d804ad48b9
@ -151,7 +151,7 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
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m_sQueueSample.m_bVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_bVolume) {
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m_sQueueSample.m_counter = counter;
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIs2D = false;
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@ -164,7 +164,7 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = 0;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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@ -270,7 +270,7 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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break;
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}
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_counter = counter++;
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m_sQueueSample.m_nCounter = counter++;
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if(counter >= 255) counter = 28;
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m_sQueueSample.m_vecPos = col->m_vecPosition;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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@ -282,7 +282,7 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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File diff suppressed because it is too large
Load Diff
@ -138,7 +138,7 @@ class tSound
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{
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public:
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int32 m_nEntityIndex;
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int32 m_counter;
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int32 m_nCounter;
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int32 m_nSampleIndex;
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uint8 m_bBankIndex;
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bool m_bIs2D;
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@ -170,8 +170,8 @@ public:
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bool m_bRequireReflection; // Used for oneshots
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uint8 m_bOffset;
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int32 m_nReleasingVolumeDivider;
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uint8 m_bIsProcessed;
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uint8 m_bLoopEnded;
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bool m_bIsProcessed;
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bool m_bLoopEnded;
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uint8 field_82;
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uint8 field_83;
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int32 calculatedVolume;
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@ -244,14 +244,14 @@ class cMissionAudio
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{
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public:
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CVector m_vecPos;
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uint8 field_12;
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bool m_bPredefinedProperties;
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uint8 gap_13[3];
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int m_nSampleIndex;
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uint8 m_bLoadingStatus;
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uint8 m_bPlayStatus;
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uint8 field_22;
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uint8 field_23;
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int field_24;
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int32 m_nMissionAudioCounter;
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bool m_bIsPlayed;
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uint8 field_29;
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uint8 field_30;
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@ -328,7 +328,7 @@ public:
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int32 m_nBridgeEntity;
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cMissionAudio m_sMissionAudio;
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int32 m_anRandomTable[5];
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uint8 field_19192; // time?
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uint8 m_bTimeSpent;
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uint8 m_bUserPause;
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uint8 m_bPreviousUserPause;
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uint8 field_19195; // unused
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@ -125,7 +125,7 @@ void
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cAudioManager::DoPoliceRadioCrackle()
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{
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m_sQueueSample.m_nEntityIndex = m_nPoliceChannelEntity;
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m_sQueueSample.m_counter = 0;
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m_sQueueSample.m_nCounter = 0;
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m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
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m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_bIs2D = true;
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@ -136,7 +136,7 @@ cAudioManager::DoPoliceRadioCrackle()
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m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_bReleasingSoundFlag = 0;
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m_sQueueSample.m_bReleasingSoundFlag = false;
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m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bOffset = 63;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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@ -147,17 +147,20 @@ cAudioManager::DoPoliceRadioCrackle()
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void
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cAudioManager::ServicePoliceRadio()
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{
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int32 wantedLevel = 0; // bug?;
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int32 wantedLevel = 0; // uninitialized variable
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static uint32 nLastSeen = 300;
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if (!m_bIsInitialised) return;
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if(!m_bIsInitialised) return;
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if (!m_bUserPause) {
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if(!m_bUserPause) {
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bool crimeReport = SetupCrimeReport();
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#ifdef FIX_BUGS // Crash at 0x5fe6ef
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if(!FindPlayerPed() || !FindPlayerPed()->m_pWanted) return;
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#endif
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wantedLevel = FindPlayerPed()->m_pWanted->m_nWantedLevel;
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if (!crimeReport) {
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if (wantedLevel) {
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if (nLastSeen) {
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if(!crimeReport) {
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if(wantedLevel) {
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if(nLastSeen) {
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--nLastSeen;
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} else {
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nLastSeen = m_anRandomTable[1] % 1000 + 2000;
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