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-rw-r--r--src/audio/AudioLogic.cpp20
1 files changed, 18 insertions, 2 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 9b8e278b..6756925d 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -246,6 +246,12 @@ cAudioManager::ProcessReverb()
}
#else
// TODO: PS2 code
+
+ static uint8 OldVolL = 0;
+ static uint8 OldVolR = 0;
+
+ // SoundDistUp, SoundDistLeft, SoundDistRight used in here from TheCamera
+
SampleManager.UpdateReverb();
#endif
}
@@ -1197,6 +1203,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
uint8 currentGear;
float gasPedalAudio;
CVector pos;
+ bool8 slowingDown;
static int16 LastAccel = 0;
static int16 LastBrake = 0;
@@ -1223,6 +1230,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
else
accelerateState = Pads[0].GetAccelerate();
+ slowingDown = params.m_fVelocityChange < -0.001f;
channelUsed = SampleManager.GetChannelUsedFlag(CHANNEL_PLAYER_VEHICLE_ENGINE);
transmission = params.m_pTransmission;
velocityChange = params.m_fVelocityChange;
@@ -1260,7 +1268,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
freqModifier = -(Min(0.2f, time) * 3000.0f * 5.0f);
else
freqModifier = -(Max(-0.2f, time) * 3000.0f * 5.0f);
- if (params.m_fVelocityChange < -0.001f)
+ if (slowingDown)
freqModifier = -freqModifier;
} else
freqModifier = 0;
@@ -1268,7 +1276,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
engineSoundType = aVehicleSettings[params.m_nIndex].m_nBank;
soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET);
if (accelerateState <= 0) {
- if (params.m_fVelocityChange < -0.001f) {
+ if (slowingDown) {
if (channelUsed) {
SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
bAccelSampleStopped = TRUE;
@@ -1356,10 +1364,14 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
}
}
+#ifdef GTA_PS2
+ SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0);
+#else
if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
return;
SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
+#endif
}
#ifdef EXTERNAL_3D_SOUND
@@ -1376,7 +1388,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
freq /= 2;
SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, freq);
if (!channelUsed) {
+#if GTA_VERSION >= GTA3_PC_10
SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, m_bDynamicAcousticModelingStatus != FALSE);
+#else
+ SampleManager.SetChannelReverbFlag(CHANNEL_PLAYER_VEHICLE_ENGINE, TRUE);
+#endif
SampleManager.StartChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
}
}