diff options
author | Sergeanur <s.anureev@yandex.ua> | 2020-11-22 23:00:53 +0100 |
---|---|---|
committer | Sergeanur <s.anureev@yandex.ua> | 2020-12-01 22:38:36 +0100 |
commit | 43d583139478a07b5d3fd8c5b318135bff4bb9b7 (patch) | |
tree | b518af1c18e4cda0655bf8e7ba84e74428e74aa0 /src | |
parent | TexturePools (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/audio/AudioLogic.cpp | 900 | ||||
-rw-r--r-- | src/audio/AudioManager.cpp | 2 | ||||
-rw-r--r-- | src/audio/AudioManager.h | 6 | ||||
-rw-r--r-- | src/audio/soundlist.h | 2 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 2 | ||||
-rw-r--r-- | src/peds/PedFight.cpp | 26 | ||||
-rw-r--r-- | src/weapons/Weapon.cpp | 16 |
7 files changed, 603 insertions, 351 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index a7d33938..3f1f568a 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -3061,7 +3061,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) case SOUND_PED_HELI_PLAYER_FOUND: { pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; pedParams.m_fDistance = params.m_fDistance; - SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND); + SetupPedComments(pedParams, SOUND_PED_HELI_PLAYER_FOUND); continue; } /* case SOUND_PED_BODYCAST_HIT: @@ -3075,7 +3075,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) case SOUND_PED_VCPA_PLAYER_FOUND: { pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; pedParams.m_fDistance = params.m_fDistance; - SetupPedComments(&pedParams, SOUND_PED_VCPA_PLAYER_FOUND); + SetupPedComments(pedParams, SOUND_PED_VCPA_PLAYER_FOUND); } case SOUND_WATER_FALL: { const float SOUND_INTENSITY = 40.0f; @@ -4171,40 +4171,41 @@ cAudioManager::ProcessPed(CPhysical *ped) //params.m_bDistanceCalculated = false; params.m_pPed = (CPed *)ped; params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - ProcessPedOneShots(¶ms); + ProcessPedOneShots(params); } void -cAudioManager::ProcessPedOneShots(cPedParams *params) +cAudioManager::ProcessPedOneShots(cPedParams ¶ms) { uint8 emittingVol; int32 sampleIndex; - CPed *ped = params->m_pPed; + CPed *ped = params.m_pPed; - bool stereo; + bool narrowSoundRange; int16 sound; - bool noReflection; + bool stereo; CWeapon *weapon; float maxDist = 0.f; // uninitialized variable static uint8 iSound = 21; + static uint32 iSplashFrame = 0; - weapon = params->m_pPed->GetWeapon(); + weapon = params.m_pPed->GetWeapon(); for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) { - noReflection = false; stereo = false; + narrowSoundRange = false; m_sQueueSample.m_bRequireReflection = false; sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; switch (sound) { case SOUND_STEP_START: case SOUND_STEP_END: - if (!params->m_pPed->bIsLooking) { + if (!params.m_pPed->bIsLooking) { emittingVol = m_anRandomTable[3] % 15 + 45; if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity) emittingVol /= 2; maxDist = 400.f; - switch (params->m_pPed->m_nSurfaceTouched) { + switch (params.m_pPed->m_nSurfaceTouched) { case SURFACE_GRASS: sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1; break; @@ -4245,10 +4246,10 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } m_sQueueSample.m_nSampleIndex = sampleIndex; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 28; + m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 32; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); - switch (params->m_pPed->m_nMoveState) { + switch (params.m_pPed->m_nMoveState) { case PEDMOVE_WALK: emittingVol /= 4; m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10; @@ -4306,229 +4307,83 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_37: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_38: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_39: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_40: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_41: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_42: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_43: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_44: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_45: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_46: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_47: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_48: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 20000; + AddFightSound: + { + uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float + uint8 damagerType = soundParams & 0xFF; + uint32 weaponType = soundParams >> 8; + + if (damagerType == ENTITY_TYPE_PED) { + if (weaponType == WEAPONTYPE_BRASSKNUCKLE) { + CPed* ped = params.m_pPed; + uint32 fightMove = ped->m_curFightMove; + if (fightMove == FIGHTMOVE_BACKLEFT || fightMove == FIGHTMOVE_STDPUNCH || fightMove == FIGHTMOVE_PUNCH || + ped->m_nPedState == PED_ATTACK) { + CEntity* damageEntity = ped->m_pDamageEntity; + if (!damageEntity) + m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1; + else if (damageEntity->GetType() != ENTITY_TYPE_PED) + m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1; + else if (((CPed*)damageEntity)->m_curFightMove != FIGHTMOVE_HITHEAD) + m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1; + else + m_sQueueSample.m_nSampleIndex = SFX_HAMMER_HIT_1; + } + } + } + else { + m_sQueueSample.m_nSampleIndex = m_anRandomTable[4] % 6 + SFX_COL_CAR_PANEL_1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + } + } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; - stereo = true; + narrowSoundRange = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -4544,11 +4399,48 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_bRequireReflection = true; break; case SOUND_WEAPON_BAT_ATTACK: - m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; + case SOUND_WEAPON_KNIFE_ATTACK: + { + uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; // wtf? stroring int as float + uint8 damagerType = soundParams & 0xFF; + uint32 weaponType = soundParams >> 8; + if (damagerType == ENTITY_TYPE_PED) { + switch (weaponType) { + case WEAPONTYPE_SCREWDRIVER: + case WEAPONTYPE_KNIFE: + case WEAPONTYPE_CLEAVER: + case WEAPONTYPE_MACHETE: + case WEAPONTYPE_KATANA: + if (sound == SOUND_WEAPON_KNIFE_ATTACK) + m_sQueueSample.m_nSampleIndex = SFX_KNIFE_SLASH; + else + m_sQueueSample.m_nSampleIndex = SFX_KNIFE_STAB; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + break; + case WEAPONTYPE_HAMMER: + m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 2 + SFX_HAMMER_HIT_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + break; + default: + m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; + stereo = true; + break; + } + } + else { + m_sQueueSample.m_nSampleIndex = m_anRandomTable[4] % 6 + SFX_COL_CAR_PANEL_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + } m_sQueueSample.m_nCounter = iSound++; - stereo = true; - m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; + narrowSoundRange = true; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSoundIntensity = 30.0f; @@ -4560,25 +4452,112 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; - else - noReflection = true; + 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; + m_sQueueSample.m_nSampleIndex = SFX_CAR_ACCEL_13; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; // SFX_BANK_CAR_CHAINSAW + m_sQueueSample.m_nCounter = 64; + m_sQueueSample.m_nFrequency = 27000; + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 50.0f; + maxDist = SQR(50); + m_sQueueSample.m_nLoopCount = 0; + emittingVol = 100; + m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_ACCEL_13); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_ACCEL_13); + m_sQueueSample.m_nEmittingVolume = 100; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReverbFlag = false; + m_sQueueSample.m_nReleasingVolumeDivider = 5; + break; + case SOUND_WEAPON_CHAINSAW_IDLE: + if (FindVehicleOfPlayer()) + continue; + m_sQueueSample.m_nSampleIndex = SFX_CAR_AFTER_ACCEL_13; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; // SFX_BANK_CAR_CHAINSAW + m_sQueueSample.m_nCounter = 68; + m_sQueueSample.m_nFrequency = 27000; + m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 60.0f; + maxDist = SQR(60); + 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_nEmittingVolume = 100; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = false; + m_sQueueSample.m_nReleasingVolumeDivider = 5; break; + case SOUND_WEAPON_CHAINSAW_MADECONTACT: + if (FindVehicleOfPlayer()) + continue; + if ((int32)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] != ENTITY_TYPE_PED) + ReportCollision(params.m_pPed, params.m_pPed, SURFACE_CAR, SURFACE_TARMAC, 0.0f, 0.09f); + m_sQueueSample.m_nSampleIndex = SFX_CAR_AFTER_ACCEL_13; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; // SFX_BANK_CAR_CHAINSAW + m_sQueueSample.m_nCounter = 68; + m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 22000; + m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 60.0f; + maxDist = SQR(60); + 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_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) + continue; switch (weapon->m_eWeaponType) { + case WEAPONTYPE_ROCKET: + case WEAPONTYPE_ROCKETLAUNCHER: + m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + m_sQueueSample.m_nLoopEnd = -1; + emittingVol = m_anRandomTable[0] % 20 + 80; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + stereo = true; + break; case WEAPONTYPE_COLT45: m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 50.0f; - maxDist = SQR(50); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; m_sQueueSample.m_nLoopEnd = -1; @@ -4586,41 +4565,42 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; - else - noReflection = true; + m_sQueueSample.m_bRequireReflection = true; + stereo = true; break; - case WEAPONTYPE_UZI: - m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; + case WEAPONTYPE_PYTHON: + m_sQueueSample.m_nSampleIndex = SFX_PYTHON_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PYTHON_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 15 + 70; m_sQueueSample.m_nLoopEnd = -1; + emittingVol = 127; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + stereo = true; break; case WEAPONTYPE_SHOTGUN: + case WEAPONTYPE_STUBBY_SHOTGUN: m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 60.0f; - maxDist = SQR(60); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; m_sQueueSample.m_nLoopEnd = -1; @@ -4628,94 +4608,172 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; - else - noReflection = true; + m_sQueueSample.m_bRequireReflection = true; + stereo = true; break; - case WEAPONTYPE_RUGER: - m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT; + case WEAPONTYPE_SPAS12_SHOTGUN: + m_sQueueSample.m_nSampleIndex = SFX_SPAS12_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT); + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SPAS12_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[1] % 15 + 70; m_sQueueSample.m_nLoopEnd = -1; + emittingVol = m_anRandomTable[2] % 10 + 100; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + stereo = true; break; - case WEAPONTYPE_M4: - m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT; + case WEAPONTYPE_TEC9: + m_sQueueSample.m_nSampleIndex = SFX_TEC_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 17000; + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + emittingVol = m_anRandomTable[3] % 15 + 70; + m_sQueueSample.m_nLoopEnd = -1; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; stereo = true; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M60_LEFT); + break; + case WEAPONTYPE_UZI: + case WEAPONTYPE_MINIGUN: + m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[4] % 15 + 70; + emittingVol = m_anRandomTable[3] % 15 + 70; m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; + stereo = true; break; - case WEAPONTYPE_SNIPERRIFLE: - m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT; + case WEAPONTYPE_SILENCED_INGRAM: + m_sQueueSample.m_nSampleIndex = SFX_TEC_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 34000; + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + emittingVol = m_anRandomTable[3] % 15 + 70; + m_sQueueSample.m_nLoopEnd = -1; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; stereo = true; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT); + break; + case WEAPONTYPE_MP5: + m_sQueueSample.m_nSampleIndex = SFX_MP5_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_MP5_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 60.0f; - maxDist = SQR(60); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; + emittingVol = m_anRandomTable[3] % 15 + 70; m_sQueueSample.m_nLoopEnd = -1; - emittingVol = m_anRandomTable[4] % 10 + 110; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; - else - noReflection = true; + stereo = true; break; - case WEAPONTYPE_ROCKETLAUNCHER: - m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; + case WEAPONTYPE_M4: + m_sQueueSample.m_nSampleIndex = SFX_RUGER_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 43150; + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + emittingVol = m_anRandomTable[3] % 15 + 90; + m_sQueueSample.m_nLoopEnd = -1; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; stereo = true; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); + break; + case WEAPONTYPE_RUGER: + m_sQueueSample.m_nSampleIndex = SFX_RUGER_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RUGER_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 90.0f; - maxDist = SQR(90); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; + emittingVol = m_anRandomTable[3] % 15 + 90; m_sQueueSample.m_nLoopEnd = -1; - emittingVol = m_anRandomTable[0] % 20 + 80; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; + stereo = true; + break; + case WEAPONTYPE_SNIPERRIFLE: + case WEAPONTYPE_LASERSCOPE: + m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + if (weapon->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE) + m_sQueueSample.m_nFrequency = 25472; else - noReflection = true; + m_sQueueSample.m_nFrequency = 20182; + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + m_sQueueSample.m_nLoopEnd = -1; + emittingVol = m_anRandomTable[4] % 10 + 110; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + stereo = true; break; case WEAPONTYPE_FLAMETHROWER: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT; @@ -4734,53 +4792,73 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_nReleasingVolumeDivider = 6; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; - else - noReflection = true; + stereo = true; + break; + case WEAPONTYPE_M60: + case WEAPONTYPE_HELICANNON: + m_sQueueSample.m_nSampleIndex = SFX_M60_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M60_LEFT); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + m_sQueueSample.m_nLoopEnd = -1; + emittingVol = 127; + m_sQueueSample.m_nEmittingVolume = 127; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; + stereo = true; break; default: continue; } - break; case SOUND_WEAPON_RELOAD: - weapon = &ped->m_weapons[ped->m_currentWeapon]; - switch (weapon->m_eWeaponType) { + switch ((int32)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]) { + case WEAPONTYPE_ROCKET: + case WEAPONTYPE_ROCKETLAUNCHER: + m_sQueueSample.m_nSampleIndex = SFX_ROCKET_RELOAD; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_RELOAD); + break; case WEAPONTYPE_COLT45: + case WEAPONTYPE_PYTHON: m_sQueueSample.m_nSampleIndex = SFX_PISTOL_RELOAD; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PISTOL_RELOAD) + RandomDisplacement(300); break; - case WEAPONTYPE_UZI: - m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; - m_sQueueSample.m_nFrequency = 39243; - break; case WEAPONTYPE_SHOTGUN: - m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; - m_sQueueSample.m_nFrequency = 30290; - break; + case WEAPONTYPE_SPAS12_SHOTGUN: + case WEAPONTYPE_STUBBY_SHOTGUN: case WEAPONTYPE_RUGER: m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD); + m_sQueueSample.m_nFrequency = 30290; break; + case WEAPONTYPE_TEC9: + case WEAPONTYPE_UZI: + case WEAPONTYPE_SILENCED_INGRAM: + case WEAPONTYPE_MP5: case WEAPONTYPE_M4: + case WEAPONTYPE_M60: + case WEAPONTYPE_HELICANNON: m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD); + m_sQueueSample.m_nFrequency = 39243; break; case WEAPONTYPE_SNIPERRIFLE: + case WEAPONTYPE_LASERSCOPE: m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD); break; - case WEAPONTYPE_ROCKETLAUNCHER: - m_sQueueSample.m_nSampleIndex = SFX_ROCKET_RELOAD; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_RELOAD); - break; default: continue; } emittingVol = 75; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency += RandomDisplacement(300); m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -4796,28 +4874,71 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_bRequireReflection = true; break; case SOUND_WEAPON_AK47_BULLET_ECHO: - m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; + { + uint32 weaponType = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + switch (weaponType) { + case WEAPONTYPE_SPAS12_SHOTGUN: + m_sQueueSample.m_nSampleIndex = SFX_SPAS12_TAIL_LEFT; + break; + case WEAPONTYPE_TEC9: + case WEAPONTYPE_SILENCED_INGRAM: + m_sQueueSample.m_nSampleIndex = SFX_TEC_TAIL; + break; + case WEAPONTYPE_UZI: + case WEAPONTYPE_MP5: + m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; + break; + case WEAPONTYPE_M4: + case WEAPONTYPE_RUGER: + case WEAPONTYPE_SNIPERRIFLE: + case WEAPONTYPE_LASERSCOPE: + m_sQueueSample.m_nSampleIndex = SFX_RUGER_TAIL; + break; + case WEAPONTYPE_M60: + case WEAPONTYPE_HELICANNON: + m_sQueueSample.m_nSampleIndex = SFX_M60_TAIL_LEFT; + break; + default: + continue; + } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); + narrowSoundRange = true; + switch (weaponType) { + case WEAPONTYPE_TEC9: + m_sQueueSample.m_nFrequency = 13000; + break; + case WEAPONTYPE_SILENCED_INGRAM: + m_sQueueSample.m_nFrequency = 26000; + break; + case WEAPONTYPE_M4: + m_sQueueSample.m_nFrequency = 15600; + break; + case WEAPONTYPE_SNIPERRIFLE: + m_sQueueSample.m_nFrequency = 9959; + break; + case WEAPONTYPE_LASERSCOPE: + m_sQueueSample.m_nFrequency = 7904; + break; + default: + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + break; + } m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 80.0f; - maxDist = SQR(80); + m_sQueueSample.m_fSoundIntensity = 120.0f; + maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopStart = 0; m_sQueueSample.m_nLoopEnd = -1; - emittingVol = m_anRandomTable[4] % 10 + 40; + emittingVol = m_anRandomTable[4] % 10 + 80; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = true; - if (m_bDynamicAcousticModelingStatus) - m_sQueueSample.m_bRequireReflection = true; - else - noReflection = true; + m_sQueueSample.m_bRequireReflection = true; break; + } case SOUND_WEAPON_FLAMETHROWER_FIRE: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; @@ -4840,7 +4961,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); m_sQueueSample.m_nReleasingVolumeModificator = 7; @@ -4856,10 +4977,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_bReleasingSoundFlag = true; break; case SOUND_SPLASH: + if (m_FrameCounter <= iSplashFrame) + continue; + iSplashFrame = m_FrameCounter + 6; m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -4874,28 +4998,192 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; + case SOUND_MELEE_ATTACK_START: + { + uint32 weaponType = ((uint32)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]) >> 8; + switch (weaponType) + { + case WEAPONTYPE_SCREWDRIVER: + case WEAPONTYPE_KNIFE: + case WEAPONTYPE_CLEAVER: + case WEAPONTYPE_MACHETE: + case WEAPONTYPE_KATANA: + m_sQueueSample.m_nSampleIndex = SFX_KNIFE_SWING; + break; + default: + m_sQueueSample.m_nSampleIndex = SFX_GOLF_CLUB_SWING; + break; + } + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = iSound++; + narrowSoundRange = true; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 30.0f; + if (weaponType == WEAPONTYPE_UNARMED || weaponType == WEAPONTYPE_BRASSKNUCKLE) + emittingVol = m_anRandomTable[1] % 10 + 35; + else + emittingVol = m_anRandomTable[2] % 20 + 70; + maxDist = SQR(30); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + m_sQueueSample.m_nLoopEnd = -1; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + break; + } + case SOUND_SKATING: + { + uint32 soundParams = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + uint8 param1 = soundParams & 0xFF; + uint32 param2 = soundParams >> 8; + m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 1) + SFX_SKATE_1; + m_sQueueSample.m_nBankIndex = 0; + m_sQueueSample.m_nCounter = iSound; + stereo = true; + ++iSound; + m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 1000 + 17000; + if (param2 == 0) + m_sQueueSample.m_nFrequency = (3 * m_sQueueSample.m_nFrequency) / 4; + m_sQueueSample.m_nReleasingVolumeModificator = 6; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 20.0f; + maxDist = SQR(20); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + m_sQueueSample.m_nLoopEnd = -1; + emittingVol = (m_anRandomTable[2] % 20 + 70) * param1 / 127; + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + break; + } + case SOUND_WEAPON_MINIGUN_ATTACK: + m_sQueueSample.m_nSampleIndex = SFX_MINIGUN_FIRE_LEFT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 68; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_MINIGUN_FIRE_LEFT); + m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 150.0f; + emittingVol = 127; + maxDist = SQR(150); + m_sQueueSample.m_nLoopCount = 0; + m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_MINIGUN_FIRE_LEFT); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_MINIGUN_FIRE_LEFT); + m_sQueueSample.m_nEmittingVolume = 127; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = false; + m_sQueueSample.m_nReleasingVolumeDivider = 3; + break; + case SOUND_WEAPON_MINIGUN_2: + m_sQueueSample.m_nSampleIndex = SFX_MINIGUN_FIRE_RIGHT; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 69; + m_sQueueSample.m_nFrequency = 18569; + m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 150.0f; + emittingVol = 127.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + maxDist = SQR(150); + m_sQueueSample.m_nLoopCount = 0; + m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_MINIGUN_FIRE_RIGHT); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_MINIGUN_FIRE_RIGHT); + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = false; + m_sQueueSample.m_nReleasingVolumeDivider = 3; + break; + case SOUND_WEAPON_MINIGUN_3: + m_sQueueSample.m_nSampleIndex = SFX_MINIGUN_STOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 69; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_MINIGUN_STOP); + m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_fSpeedMultiplier = 0.0f; + m_sQueueSample.m_fSoundIntensity = 150.0f; + maxDist = SQR(150); + m_sQueueSample.m_nLoopCount = 1; + m_sQueueSample.m_nLoopStart = 0; + m_sQueueSample.m_nLoopEnd = -1; + emittingVol = 127; + m_sQueueSample.m_nEmittingVolume = 127; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = true; + m_sQueueSample.m_bRequireReflection = true; + break; + case SOUND_SHIRT_WIND_FLAP: + if (params.m_pPed->IsPlayer()) { + if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] > 0.0f) { + if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] > 1.0f) + m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1.0f; + + emittingVol = 90.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; + + switch (params.m_pPed->m_pMyVehicle->GetModelIndex()) + { + case MI_ANGEL: + case MI_FREEWAY: + m_sQueueSample.m_nSampleIndex = SFX_CAR_WIND_17; + break; + case MI_PIZZABOY: + case MI_FAGGIO: + m_sQueueSample.m_nSampleIndex = SFX_CAR_WIND_18; + break; + case MI_PCJ600: + m_sQueueSample.m_nSampleIndex = SFX_CAR_WIND_20; + break; + case MI_SANCHEZ: + m_sQueueSample.m_nSampleIndex = SFX_CAR_WIND_19; + break; + default: + continue; + }; + + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_nCounter = 71; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_fSpeedMultiplier = 3.0f; + m_sQueueSample.m_fSoundIntensity = 15.0f; + maxDist = SQR(15); + m_sQueueSample.m_nLoopCount = 0; + m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nEmittingVolume = emittingVol; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_bReleasingSoundFlag = false; + m_sQueueSample.m_nReleasingVolumeDivider = 3; + } + } + break; default: SetupPedComments(params, sound); continue; } - if (stereo && iSound > 60) + if (narrowSoundRange && iSound > 60) iSound = 21; - if (params->m_fDistance < maxDist) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < maxDist) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { - if (noReflection) { + if (stereo) { if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_fSoundIntensity) { m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_nOffset = 0; } else { - noReflection = false; + stereo = false; } } m_sQueueSample.m_bReverbFlag = true; AddSampleToRequestedQueue(); - if (noReflection) { + if (stereo) { m_sQueueSample.m_nOffset = 127; ++m_sQueueSample.m_nSampleIndex; if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED || @@ -4933,9 +5221,9 @@ cAudioManager::SetPlayersMood(uint8 mood, uint32 time) } void -cAudioManager::SetupPedComments(cPedParams *params, uint32 sound) +cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) { - CPed *ped = params->m_pPed; + CPed *ped = params.m_pPed; uint8 emittingVol; float soundIntensity; tPedComment pedComment; @@ -4974,8 +5262,8 @@ cAudioManager::SetupPedComments(cPedParams *params, uint32 sound) } } - if(params->m_fDistance < SQR(soundIntensity)) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if(params.m_fDistance < SQR(soundIntensity)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); if(CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), m_sQueueSample.m_vecPos, true, false, false, false, false, false)) emittingVol = MAX_VOLUME; else diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index c9bd6c17..fbfdb855 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -167,7 +167,7 @@ cAudioManager::SetEntityStatus(int32 id, uint8 status) } void -cAudioManager::PlayOneShot(int32 index, int16 sound, float vol) +cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol) { static const uint8 OneShotPriority[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 4, 2, 5, 5, 3, 5, 2, 2, 1, 1, 3, 1, 3, 3, 1, 1, 1, 1, 4, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 3, 4, 2, 0, 0, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index 35bb877c..2e0af437 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -390,7 +390,7 @@ public: bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done void PlayLoadedMissionAudio(uint8 slot); // done - void PlayOneShot(int32 index, int16 sound, float vol); // done + void PlayOneShot(int32 index, uint16 sound, float vol); // done void PlaySuspectLastSeen(float x, float y, float z); // done void PlayerJustGotInCar() const; // done void PlayerJustLeftCar() const; // done @@ -435,7 +435,7 @@ public: void ProcessModelVehicle(cVehicleParams& params); // done void ProcessOneShotScriptObject(uint8 sound); // void ProcessPed(CPhysical *ped); // done - void ProcessPedOneShots(cPedParams *params); // + void ProcessPedOneShots(cPedParams ¶ms); // void ProcessPhysical(int32 id); // done void ProcessPlane(cVehicleParams& params); // done void ProcessPlayerMood(); // done @@ -500,7 +500,7 @@ public: bool SetupJumboRumbleSound(uint8 emittingVol); bool SetupJumboTaxiSound(uint8 vol); bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); - void SetupPedComments(cPedParams *params, uint32 sound); // done + void SetupPedComments(cPedParams ¶ms, uint16 sound); // done void SetupSuspectLastSeenReport(); void Terminate(); //done diff --git a/src/audio/soundlist.h b/src/audio/soundlist.h index ba2c8bec..0a1689bc 100644 --- a/src/audio/soundlist.h +++ b/src/audio/soundlist.h @@ -201,7 +201,7 @@ enum eSound : uint16 SOUND_FRONTEND_AUDIO_TEST, SOUND_INJURED_PED_MALE_OUCH, SOUND_INJURED_PED_FEMALE, - SOUND_SET_202, + SOUND_SHIRT_WIND_FLAP, SOUND_SET_203, SOUND_TOTAL_SOUNDS = 204, SOUND_NO_SOUND = 205, diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index acf219b4..5791b0ae 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -4887,7 +4887,7 @@ CPed::PreRender(void) fWindMult = DotProduct(m_pMyVehicle->m_vecMoveSpeed, GetForward()); if (fWindMult > 0.4f) { float volume = (fWindMult - 0.4f) / 0.6f; - DMAudio.PlayOneShot(m_audioEntityId, SOUND_SET_202, volume); //TODO(MIAMI): revise when audio is done + DMAudio.PlayOneShot(m_audioEntityId, SOUND_SHIRT_WIND_FLAP, volume); } } diff --git a/src/peds/PedFight.cpp b/src/peds/PedFight.cpp index 4d4850e7..f0f38b75 100644 --- a/src/peds/PedFight.cpp +++ b/src/peds/PedFight.cpp @@ -28,9 +28,6 @@ //--MIAMI: file done except TODOs -// TODO(Miami) -#define AUDIO_NOT_READY - uint16 nPlayerInComboMove; RpClump* flyingClumpTemp; @@ -875,23 +872,14 @@ CPed::Attack(void) } switch (ourWeapon->m_AnimToPlay) { case ASSOCGRP_UNARMED: - if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) { -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, 0.0f); -#else + if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8))); -#endif - } break; case ASSOCGRP_KNIFE: case ASSOCGRP_BASEBALLBAT: case ASSOCGRP_GOLFCLUB: case ASSOCGRP_CHAINSAW: -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, 1.0f); -#else DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8))); -#endif break; default: break; @@ -1003,11 +991,7 @@ CPed::Attack(void) bIsAttacking = false; bIsPointingGunAt = false; m_shootTimer = CTimer::GetTimeInMilliseconds(); -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); -#else DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType); -#endif return; } } @@ -1052,14 +1036,8 @@ CPed::Attack(void) ClearAimFlag(); // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) - if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) { - -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, 0.0f); -#else + if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType); -#endif - } // Fun fact: removing this part leds to reloading flamethrower if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { diff --git a/src/weapons/Weapon.cpp b/src/weapons/Weapon.cpp index 20ada534..d1f9490d 100644 --- a/src/weapons/Weapon.cpp +++ b/src/weapons/Weapon.cpp @@ -36,9 +36,6 @@ #include "Sprite.h" #include "Pickups.h" -// TODO(Miami) -#define AUDIO_NOT_READY - float fReloadAnimSampleFraction[5] = { 0.5f, 0.7f, 0.75f, 0.75f, 0.7f }; float fSeaSparrowAimingAngle = 10.0f; float fHunterAimingAngle = 30.0f; @@ -2899,26 +2896,15 @@ CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound) default: break; } - if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart) { -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f); -#else + if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart) DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType); -#endif - } if (CTimer::GetTimeInMilliseconds() > m_nTimer && reloadAssoc->GetProgress() < 0.9f) { m_nTimer = CTimer::GetTimeInMilliseconds(); } } else { uint32 timePassed = m_nTimer - CWeaponInfo::ms_aReloadSampleTime[m_eWeaponType]; if (CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed) - { -#ifdef AUDIO_NOT_READY - DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f); -#else DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType); -#endif - } } } |