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authorSergeanur <s.anureev@yandex.ua>2020-05-25 02:56:17 +0200
committerSergeanur <s.anureev@yandex.ua>2020-05-25 02:56:17 +0200
commitfd06ab4db8a3c875c53ab7e1bc14068a41fdd46a (patch)
treeea72872e31fb489d86c367b9937c7538dd83eea9
parentcAudioManager::ProcessPlayersVehicleEngine cleanup and fixes (diff)
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-rw-r--r--src/audio/AudioLogic.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 84db5d3b..e223eeb1 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -3353,7 +3353,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
noReflection = true;
break;
case SOUND_WEAPON_SHOT_FIRED:
- weapon = &ped->m_weapons[ped->m_currentWeapon];
+ weapon = ped->GetWeapon();
switch (weapon->m_eWeaponType) {
case WEAPONTYPE_COLT45:
m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
@@ -7655,7 +7655,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
void
cAudioManager::ProcessAirportScriptObject(uint8 sound)
{
- static uint8 counter = 0;
+ static uint8 iSound = 0;
uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gAirportNextTime) {
@@ -7677,7 +7677,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
@@ -7700,7 +7700,7 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
{
uint8 rand;
- static uint8 counter = 0;
+ static uint8 iSound = 0;
uint32 time = CTimer::GetTimeInMilliseconds();
if (time > gCinemaNextTime) {
@@ -7720,11 +7720,11 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
rand = m_anRandomTable[0] % 90 + 30;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) {
- m_sQueueSample.m_nSampleIndex = counter % 3 + SFX_CINEMA_BASS_1;
+ m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4);
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
@@ -7749,7 +7749,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
uint8 rand;
float distSquared;
- static uint32 counter = 0;
+ static uint8 iSound = 0;
time = CTimer::GetTimeInMilliseconds();
if (time > gDocksNextTime) {
@@ -7773,7 +7773,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
@@ -7797,7 +7797,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
uint8 rand;
float dist;
- static uint8 counter = 0;
+ static uint8 iSound = 0;
time = CTimer::GetTimeInMilliseconds();
if (time > gHomeNextTime) {
@@ -7821,7 +7821,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
@@ -7847,7 +7847,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
float distSquared;
cPedParams params;
- static uint8 counter = 0;
+ static uint8 iSound = 0;
if (time > gCellNextTime) {
switch (sound) {
@@ -7874,7 +7874,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
@@ -7901,7 +7901,7 @@ void
cAudioManager::ProcessWeather(int32 id)
{
uint8 vol;
- static uint8 counter = 0;
+ static uint8 iSound = 0;
if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) {
@@ -7918,9 +7918,9 @@ cAudioManager::ProcessWeather(int32 id)
m_sQueueSample.m_nVolume = vol;
if (TheCamera.SoundDistUp < 20.f)
m_sQueueSample.m_nVolume /= 2;
- if (counter == 4)
- counter = 0;
- m_sQueueSample.m_nCounter = counter++;
+ if (iSound == 4)
+ iSound = 0;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nReleasingVolumeModificator = 0;
m_sQueueSample.m_nOffset = (m_anRandomTable[2] & 15) + 55;
m_sQueueSample.m_bIs2D = true;
@@ -7962,7 +7962,7 @@ cAudioManager::ProcessFrontEnd()
bool processedMission;
int16 sample;
- static uint8 counter = 0;
+ static uint8 iSound = 0;
static uint32 cPickupNextFrame = 0;
static uint32 cPartMisComNextFrame = 0;
@@ -8104,7 +8104,7 @@ cAudioManager::ProcessFrontEnd()
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
}
m_sQueueSample.m_nVolume = 110;
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@@ -8122,7 +8122,7 @@ cAudioManager::ProcessFrontEnd()
AddSampleToRequestedQueue();
if (stereo) {
++m_sQueueSample.m_nSampleIndex;
- m_sQueueSample.m_nCounter = counter++;
+ m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
AddSampleToRequestedQueue();
}