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author | Sergeanur <s.anureev@yandex.ua> | 2020-12-25 07:33:43 +0100 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-12-25 07:33:43 +0100 |
commit | 07680269380ab21d3553abd635ec94772413fad8 (patch) | |
tree | d748f7c7adcfd4aed61a991e8e3423b6469e1fb7 /src/audio/AudioLogic.cpp | |
parent | make screen droplets not crash without neo.txd (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioLogic.cpp | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 69c17c28..a45ed32b 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -2232,7 +2232,6 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params) if (veh->m_modelIndex == MI_MRWHOOP) return true; - veh->m_nAlarmState; if (veh->IsAlarmOn()) return true; @@ -4455,8 +4454,6 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_bRequireReflection = true; break; } - // TODO: breaks the game right now, probably needs AudioManager.cpp to be done first - /* case SOUND_WEAPON_CHAINSAW_ATTACK: if (FindVehicleOfPlayer()) continue; @@ -4491,7 +4488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); - m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nEmittingVolume = 100; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = false; @@ -4513,13 +4510,12 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); - m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nEmittingVolume = 100; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_nReleasingVolumeDivider = 5; break; - */ case SOUND_WEAPON_SHOT_FIRED: weapon = ped->GetWeapon(); if (!weapon) |