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authorSergeanur <s.anureev@yandex.ua>2020-04-27 11:41:34 +0200
committerSergeanur <s.anureev@yandex.ua>2020-04-27 11:41:34 +0200
commit7bf45124e6a455c69145e4afcce240032fc7356f (patch)
tree8c64210f087d764ae4933b2f69cdf83352b3e64b /src/audio
parentAudio fixes (diff)
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Diffstat (limited to 'src/audio')
-rw-r--r--src/audio/AudioManager.cpp229
1 files changed, 109 insertions, 120 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index 6418dfc3..597caa6b 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -590,7 +590,7 @@ cAudioManager::ClearActiveSamples()
m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
m_asActiveSamples[i].m_fSoundIntensity = 200.0f;
m_asActiveSamples[i].m_bOffset = 63;
- m_asActiveSamples[i].m_bReleasingSoundFlag = 0;
+ m_asActiveSamples[i].m_bReleasingSoundFlag = false;
m_asActiveSamples[i].m_nCalculatedVolume = 0;
m_asActiveSamples[i].m_nReleasingVolumeDivider = 0;
m_asActiveSamples[i].m_nVolumeChange = -1;
@@ -3680,7 +3680,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params)
}
m_sQueueSample.m_bVolume =
ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
- if(!m_sQueueSample.m_bVolume) return 1;
+ if(!m_sQueueSample.m_bVolume) return true;
m_sQueueSample.m_nCounter = 40;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
@@ -3747,7 +3747,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params)
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_bVolume =
ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
- if(!m_sQueueSample.m_bVolume) return 1;
+ if(!m_sQueueSample.m_bVolume) return true;
m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
@@ -3873,20 +3873,16 @@ cAudioManager::ProcessBridgeMotor()
void
cAudioManager::ProcessBridgeOneShots()
{
- if(CBridge::State == STATE_LIFT_PART_IS_UP &&
- CBridge::OldState == STATE_LIFT_PART_MOVING_UP) {
+ if(CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else {
- if(CBridge::State == STATE_LIFT_PART_IS_DOWN &&
- CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) {
+ if(CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else {
- if(CBridge::State == STATE_LIFT_PART_MOVING_UP &&
- CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) {
+ if(CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else {
- if(CBridge::State == STATE_LIFT_PART_MOVING_DOWN &&
- CBridge::OldState == STATE_LIFT_PART_IS_UP) {
+ if(CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
} else
return;
@@ -6001,14 +5997,14 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S:
case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L:
male.m_pPed = nil;
- male.m_bDistanceCalculated = 0;
+ male.m_bDistanceCalculated = false;
male.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos);
SetupPedComments(&male, SOUND_INJURED_PED_MALE_OUCH);
return;
case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S:
case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L:
female.m_pPed = nil;
- female.m_bDistanceCalculated = 0;
+ female.m_bDistanceCalculated = false;
female.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos);
SetupPedComments(&female, SOUND_INJURED_PED_FEMALE);
return;
@@ -6330,7 +6326,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
weapon = params->m_pPed->GetWeapon();
for(uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
noReflection = false;
- stereo = 0;
+ stereo = false;
m_sQueueSample.m_bRequireReflection = false;
sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
switch(sound) {
@@ -6420,7 +6416,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
}
break;
@@ -6451,7 +6447,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
}
break;
@@ -6460,7 +6456,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6472,7 +6468,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KICK_34:
@@ -6480,7 +6476,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6492,7 +6488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_HEADBUTT_35:
@@ -6500,7 +6496,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6512,7 +6508,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_36:
@@ -6520,7 +6516,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6532,7 +6528,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_37:
@@ -6540,7 +6536,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6552,7 +6548,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_CLOSE_PUNCH_38:
@@ -6560,7 +6556,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6572,7 +6568,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_39:
@@ -6580,7 +6576,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6592,7 +6588,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
@@ -6600,7 +6596,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6612,7 +6608,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_41:
@@ -6620,7 +6616,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6632,7 +6628,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
@@ -6640,7 +6636,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 18000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6652,7 +6648,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KNEE_OR_KICK_43:
@@ -6660,7 +6656,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 16500;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6672,7 +6668,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_FIGHT_KICK_44:
@@ -6680,7 +6676,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nFrequency = 20000;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound;
- stereo = 1;
+ stereo = true;
++iSound;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6692,14 +6688,14 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_WEAPON_BAT_ATTACK:
m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000;
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -6711,7 +6707,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[2] % 20 + 100;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
@@ -6724,7 +6720,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6739,7 +6735,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[1] % 10 + 90;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
@@ -6749,7 +6745,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6764,13 +6760,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case WEAPONTYPE_SHOTGUN:
m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6785,7 +6781,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[2] % 10 + 100;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
@@ -6795,7 +6791,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6810,13 +6806,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case WEAPONTYPE_M16:
m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6831,13 +6827,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case WEAPONTYPE_SNIPERRIFLE:
m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6852,7 +6848,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[4] % 10 + 110;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
@@ -6862,7 +6858,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6877,7 +6873,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[0] % 20 + 80;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
@@ -6903,7 +6899,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_bEmittingVolume = 90;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 0;
+ m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 6;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
@@ -6955,7 +6951,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
}
emittingVol = 75;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency += RandomDisplacement(300);
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
@@ -6967,7 +6963,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = 75;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
case SOUND_WEAPON_AK47_BULLET_ECHO:
@@ -6976,7 +6972,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
m_sQueueSample.m_nFrequency +=
@@ -6991,7 +6987,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = m_anRandomTable[4] % 10 + 40;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
if(m_bDynamicAcousticModelingStatus)
m_sQueueSample.m_bRequireReflection = true;
else
@@ -7015,13 +7011,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
emittingVol = 70;
m_sQueueSample.m_bEmittingVolume = 70;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case SOUND_WEAPON_HIT_PED:
m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
m_sQueueSample.m_nFrequency +=
@@ -7036,13 +7032,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
break;
case SOUND_SPLASH:
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iSound++;
- stereo = 1;
+ stereo = true;
m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -7054,7 +7050,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_bEmittingVolume = emittingVol;
m_sQueueSample.m_bIs2D = false;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bRequireReflection = true;
break;
default: SetupPedComments(params, sound); continue;
@@ -7237,19 +7233,19 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
static int16 LastAccel = 0;
static int16 LastBrake = 0;
static uint8 CurrentPretendGear = 1;
- static bool bLostTractionLastFrame = 0;
+ static bool bLostTractionLastFrame = false;
static bool bHandbrakeOnLastFrame = 0;
static int32 nCruising = 0;
- static bool bAccelSampleStopped = 1;
+ static bool bAccelSampleStopped = true;
lostTraction = 0;
processedAccelSampleStopped = 0;
if(bPlayerJustEnteredCar) {
- bAccelSampleStopped = 1;
+ bAccelSampleStopped = true;
bPlayerJustEnteredCar = false;
nCruising = 0;
LastAccel = 0;
- bLostTractionLastFrame = 0;
+ bLostTractionLastFrame = false;
LastBrake = 0;
bHandbrakeOnLastFrame = 0;
CurrentPretendGear = 1;
@@ -7300,7 +7296,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
if(params->m_fVelocityChange < -0.001f) {
if(channelUsed) {
SampleManager.StopChannel(m_bActiveSamples);
- bAccelSampleStopped = 1;
+ bAccelSampleStopped = true;
}
if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
lostTraction) {
@@ -7315,7 +7311,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
} else if(LastAccel > 0) {
if(channelUsed) {
SampleManager.StopChannel(m_bActiveSamples);
- bAccelSampleStopped = 1;
+ bAccelSampleStopped = true;
}
nCruising = 0;
if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
@@ -7373,7 +7369,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
if(engineSoundType == 6) freq >>= 1;
if(channelUsed) {
SampleManager.StopChannel(m_bActiveSamples);
- bAccelSampleStopped = 1;
+ bAccelSampleStopped = true;
}
AddPlayerCarSample(vol, freq, (engineSoundType + SFX_PHONE_RING), 0, 2, 1);
LastAccel = accelerateState;
@@ -7390,7 +7386,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
CurrentPretendGear = gearNr;
}
processedAccelSampleStopped = 1;
- bAccelSampleStopped = 0;
+ bAccelSampleStopped = false;
}
if(channelUsed) {
SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85);
@@ -7421,11 +7417,9 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85);
SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f);
- if(engineSoundType == 6)
- freq =
- (GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) >> 1;
- else
- freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
+ freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
+ if (engineSoundType == 6)
+ freq /= 2;
SampleManager.SetChannelFrequency(m_bActiveSamples, freq);
if(!channelUsed) {
SampleManager.SetChannelReverbFlag(
@@ -7448,9 +7442,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z);
SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f);
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
-
- if(engineSoundType == 6) freq >>= 1;
-
+ if(engineSoundType == 6)
+ freq /= 2;
SampleManager.SetChannelFrequency(m_bActiveSamples, freq);
if(!channelUsed) {
SampleManager.SetChannelReverbFlag(
@@ -7465,7 +7458,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
}
nCruising = 1;
}
- bAccelSampleStopped = 1;
+ bAccelSampleStopped = true;
if(accelerateState < 150 || !automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
lostTraction || currentGear < params->m_pTransmission->nNumberOfGears - 1) {
nCruising = 0;
@@ -7477,7 +7470,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *
--nCruising;
}
freq = 27 * nCruising + freqModifier + 22050;
- if(engineSoundType == 6) freq >>= 1;
+ if(engineSoundType == 6) freq /= 2;
AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType,
64, 1);
}
@@ -7538,7 +7531,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
- params.m_bDistanceCalculated = 1;
+ params.m_bDistanceCalculated = true;
params.m_fDistance = distSquared;
params.m_pPed = nil;
SetupPedComments(&params, SOUND_8A);
@@ -7633,10 +7626,8 @@ cAudioManager::ProcessPornCinema(uint8 sound)
if(m_sQueueSample.m_bVolume) {
rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + sample;
- m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
- m_sQueueSample.m_nSampleIndex);
- m_sQueueSample.m_nFrequency +=
- RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
+ m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = rand + 1;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 1;
@@ -8169,9 +8160,9 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
automobile = (CAutomobile *)params->m_pVehicle;
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
for(int32 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) {
- if(automobile->Damage.GetDoorStatus(i) == 2) {
+ if(automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) {
doorState = automobile->Doors[i].m_nDoorState;
- if(doorState == 1 || doorState == 2) {
+ if(doorState == DOOR_STATUS_SMASHED || doorState == DOOR_STATUS_SWINGING) {
velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel));
if(velocity > 0.0035f) {
emittingVol = (100.f * velocity * 10.f / 3.f);
@@ -8481,7 +8472,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case 3: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break;
default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; break;
}
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter =
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
m_sQueueSample.m_nFrequency =
@@ -8507,7 +8498,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case 3: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break;
default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN; break;
}
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter =
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
m_sQueueSample.m_nFrequency =
@@ -8522,7 +8513,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_CAR_WINDSHIELD_CRACK:
maxDist = 900.f;
m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 68;
emittingVol = m_anRandomTable[1] % 30 + 60;
m_sQueueSample.m_nFrequency =
@@ -8538,7 +8529,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
maxDist = 1225.f;
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = iWheelIndex++;
if(iWheelIndex > 85) iWheelIndex = 82;
m_sQueueSample.m_nFrequency =
@@ -8557,7 +8548,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
emittingVol = 60;
maxDist = 1600.f;
m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 33;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER);
@@ -8568,7 +8559,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_CAR_LIGHT_BREAK:
m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 37;
m_sQueueSample.m_nFrequency =
9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10;
@@ -8587,7 +8578,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
else
m_sQueueSample.m_nFrequency = 13118;
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 51;
m_sQueueSample.m_nFrequency +=
RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
@@ -8599,7 +8590,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_CAR_HYDRAULIC_3:
m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 86;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP);
@@ -8613,7 +8604,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_CAR_JERK:
m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 87;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION);
@@ -8636,7 +8627,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
900.f;
m_sQueueSample.m_nSampleIndex =
(m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = WaveIndex++;
if(WaveIndex > 46) WaveIndex = 41;
m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
@@ -8648,7 +8639,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_17:
m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 47;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) +
@@ -8663,7 +8654,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_18:
case SOUND_19:
m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 59;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025;
m_sQueueSample.m_nReleasingVolumeModificator = 5;
@@ -8676,7 +8667,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if(vol > 0.038400002f) vol = 0.038400002f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 79;
m_sQueueSample.m_nFrequency = (3000.f * vol * 26.041666f) + 9000;
m_sQueueSample.m_nReleasingVolumeModificator = 2;
@@ -8689,7 +8680,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_CAR_BOMB_TICK:
m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 80;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP);
@@ -8702,7 +8693,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_PLANE_ON_GROUND:
m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 81;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS);
@@ -8716,7 +8707,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
emittingVol = m_anRandomTable[2];
maxDist = 14400.f;
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = emittingVol % 15 + 65;
if(GunIndex > 58) GunIndex = 53;
@@ -8734,7 +8725,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
ARRAY_SIZE(m_anRandomTable)] %
6 +
SFX_BULLET_CAR_1;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 34;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@@ -8751,7 +8742,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_BOMB_ONIGNITION_ACTIVATED:
case SOUND_BOMB_TICK:
m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 36;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB);
@@ -8763,16 +8754,16 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = 2500.f;
break;
case SOUND_PED_HELI_PLAYER_FOUND:
- pedParams.m_pPed = 0;
- pedParams.m_bDistanceCalculated = 0;
+ pedParams.m_pPed = nil;
+ pedParams.m_bDistanceCalculated = false;
pedParams.m_fDistance = 0.0f;
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND);
continue;
case SOUND_PED_BODYCAST_HIT:
- pedParams.m_pPed = 0;
- pedParams.m_bDistanceCalculated = 0;
+ pedParams.m_pPed = nil;
+ pedParams.m_bDistanceCalculated = false;
pedParams.m_fDistance = 0.0f;
pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
pedParams.m_fDistance = params->m_fDistance;
@@ -8780,7 +8771,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
continue;
case SOUND_WATER_FALL:
m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 15;
m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
@@ -8792,7 +8783,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
break;
case SOUND_SPLATTER:
m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 48;
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) +
@@ -8813,11 +8804,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
if(!emittingVol) continue;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1;
- m_sQueueSample.m_bBankIndex = 0;
+ m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nCounter = 50;
- m_sQueueSample.m_nFrequency =
- SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >>
- 1;
+ m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2;
m_sQueueSample.m_nReleasingVolumeModificator = 1;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = 40.0f;
@@ -9168,7 +9157,7 @@ cAudioManager::ProcessWeather(int32 id)
vol = (m_asAudioEntities[id].m_afVolume[0]) + 35;
}
m_sQueueSample.m_bVolume = vol;
- if(TheCamera.SoundDistUp < 20.f) m_sQueueSample.m_bVolume >>= 1;
+ if(TheCamera.SoundDistUp < 20.f) m_sQueueSample.m_bVolume /= 2;
if(counter == 4) counter = 0;
m_sQueueSample.m_nCounter = counter++;
m_sQueueSample.m_nReleasingVolumeModificator = 0;