diff options
Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioLogic.cpp | 694 |
1 files changed, 347 insertions, 347 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 8546f255..5ea03aff 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -58,69 +58,69 @@ enum LOADING_STATUS : uint8 { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOAD void cAudioManager::PreInitialiseGameSpecificSetup() const { - BankStartOffset[SAMPLEBANK_MAIN] = SAMPLEBANK_START; + BankStartOffset[SFX_BANK_0] = SAMPLEBANK_START; #ifdef GTA_PS2 - BankStartOffset[SAMPLEBANK_CAR_PACARD] = SFX_CAR_ACCEL_1; - BankStartOffset[SAMPLEBANK_CAR_PATHFINDER] = SFX_CAR_ACCEL_2; - BankStartOffset[SAMPLEBANK_CAR_PORSCHE] = SFX_CAR_ACCEL_3; - BankStartOffset[SAMPLEBANK_CAR_SPIDER] = SFX_CAR_ACCEL_4; - BankStartOffset[SAMPLEBANK_CAR_MERC] = SFX_CAR_ACCEL_5; - BankStartOffset[SAMPLEBANK_CAR_MACKTRUCK] = SFX_CAR_ACCEL_6; - BankStartOffset[SAMPLEBANK_CAR_HOTROD] = SFX_CAR_ACCEL_7; - BankStartOffset[SAMPLEBANK_CAR_COBRA] = SFX_CAR_ACCEL_8; - BankStartOffset[SAMPLEBANK_CAR_NONE] = SFX_CAR_ACCEL_9; - BankStartOffset[SAMPLEBANK_FRONTEND] = SFX_PAGE_CHANGE_AND_BACK_LEFT; - BankStartOffset[SAMPLEBANK_TRAIN] = SFX_TRAIN_STATION_AMBIENCE_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_1] = SFX_CLUB_1; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_2] = SFX_CLUB_2; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_3] = SFX_CLUB_3; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_4] = SFX_CLUB_4; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_5] = SFX_CLUB_5; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_6] = SFX_CLUB_6; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_7] = SFX_CLUB_7; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_8] = SFX_CLUB_8; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_9] = SFX_CLUB_9; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_10] = SFX_CLUB_10; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_11] = SFX_CLUB_11; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_12] = SFX_CLUB_12; - BankStartOffset[SAMPLEBANK_BUILDING_CLUB_RAGGA] = SFX_CLUB_RAGGA; - BankStartOffset[SAMPLEBANK_BUILDING_STRIP_CLUB_1] = SFX_STRIP_CLUB_1; - BankStartOffset[SAMPLEBANK_BUILDING_STRIP_CLUB_2] = SFX_STRIP_CLUB_2; - BankStartOffset[SAMPLEBANK_BUILDING_WORKSHOP] = SFX_WORKSHOP_1; - BankStartOffset[SAMPLEBANK_BUILDING_PIANO_BAR] = SFX_PIANO_BAR_1; - BankStartOffset[SAMPLEBANK_BUILDING_SAWMILL] = SFX_SAWMILL_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_DOG_FOOD_FACTORY] = SFX_DOG_FOOD_FACTORY; - BankStartOffset[SAMPLEBANK_BUILDING_LAUNDERETTE] = SFX_LAUNDERETTE_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_CHINATOWN] = SFX_RESTAURANT_CHINATOWN; - BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_ITALY] = SFX_RESTAURANT_ITALY; - BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_1] = SFX_RESTAURANT_GENERIC_1; - BankStartOffset[SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_2] = SFX_RESTAURANT_GENERIC_2; - BankStartOffset[SAMPLEBANK_BUILDING_AIRPORT] = SFX_AIRPORT_ANNOUNCEMENT_1; - BankStartOffset[SAMPLEBANK_BUILDING_SHOP] = SFX_SHOP_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_CINEMA] = SFX_CINEMA_BASS_1; - BankStartOffset[SAMPLEBANK_BUILDING_DOCKS] = SFX_DOCKS_FOGHORN; - BankStartOffset[SAMPLEBANK_BUILDING_HOME] = SFX_HOME_1; - BankStartOffset[SAMPLEBANK_BUILDING_PORN_1] = SFX_PORN_1_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_PORN_2] = SFX_PORN_2_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_PORN_3] = SFX_PORN_3_LOOP; - BankStartOffset[SAMPLEBANK_BUILDING_POLICE_BALL] = SFX_POLICE_BALL_1; - BankStartOffset[SAMPLEBANK_BUILDING_BANK_ALARM] = SFX_BANK_ALARM_1; - BankStartOffset[SAMPLEBANK_BUILDING_RAVE_INDUSTRIAL] = SFX_RAVE_INDUSTRIAL; - BankStartOffset[SAMPLEBANK_BUILDING_RAVE_COMMERCIAL] = SFX_RAVE_COMMERCIAL; - BankStartOffset[SAMPLEBANK_BUILDING_RAVE_SUBURBAN] = SFX_RAVE_SUBURBAN; - BankStartOffset[SAMPLEBANK_BUILDING_RAVE_COMMERCIAL_2] = SFX_RAVE_COMMERCIAL_2; - BankStartOffset[SAMPLEBANK_BUILDING_39] = SFX_CLUB_1_1; - BankStartOffset[SAMPLEBANK_BUILDING_40] = SFX_CLUB_1_2; - BankStartOffset[SAMPLEBANK_BUILDING_41] = SFX_CLUB_1_3; - BankStartOffset[SAMPLEBANK_BUILDING_42] = SFX_CLUB_1_4; - BankStartOffset[SAMPLEBANK_BUILDING_43] = SFX_CLUB_1_5; - BankStartOffset[SAMPLEBANK_BUILDING_44] = SFX_CLUB_1_6; - BankStartOffset[SAMPLEBANK_BUILDING_45] = SFX_CLUB_1_7; - BankStartOffset[SAMPLEBANK_BUILDING_46] = SFX_CLUB_1_8; - BankStartOffset[SAMPLEBANK_BUILDING_47] = SFX_CLUB_1_9; - BankStartOffset[SAMPLEBANK_EXTRAS] = SFX_EXPLOSION_1; + BankStartOffset[SFX_BANK_PACARD] = SFX_CAR_ACCEL_1; + BankStartOffset[SFX_BANK_PATHFINDER] = SFX_CAR_ACCEL_2; + BankStartOffset[SFX_BANK_PORSCHE] = SFX_CAR_ACCEL_3; + BankStartOffset[SFX_BANK_SPIDER] = SFX_CAR_ACCEL_4; + BankStartOffset[SFX_BANK_MERC] = SFX_CAR_ACCEL_5; + BankStartOffset[SFX_BANK_TRUCK] = SFX_CAR_ACCEL_6; + BankStartOffset[SFX_BANK_HOTROD] = SFX_CAR_ACCEL_7; + BankStartOffset[SFX_BANK_COBRA] = SFX_CAR_ACCEL_8; + BankStartOffset[SFX_BANK_NONE] = SFX_CAR_ACCEL_9; + BankStartOffset[SFX_BANK_FRONT_END_MENU] = SFX_PAGE_CHANGE_AND_BACK_LEFT; + BankStartOffset[SFX_BANK_TRAIN] = SFX_TRAIN_STATION_AMBIENCE_LOOP; + BankStartOffset[SFX_BANK_BUILDING_CLUB_1] = SFX_CLUB_1; + BankStartOffset[SFX_BANK_BUILDING_CLUB_2] = SFX_CLUB_2; + BankStartOffset[SFX_BANK_BUILDING_CLUB_3] = SFX_CLUB_3; + BankStartOffset[SFX_BANK_BUILDING_CLUB_4] = SFX_CLUB_4; + BankStartOffset[SFX_BANK_BUILDING_CLUB_5] = SFX_CLUB_5; + BankStartOffset[SFX_BANK_BUILDING_CLUB_6] = SFX_CLUB_6; + BankStartOffset[SFX_BANK_BUILDING_CLUB_7] = SFX_CLUB_7; + BankStartOffset[SFX_BANK_BUILDING_CLUB_8] = SFX_CLUB_8; + BankStartOffset[SFX_BANK_BUILDING_CLUB_9] = SFX_CLUB_9; + BankStartOffset[SFX_BANK_BUILDING_CLUB_10] = SFX_CLUB_10; + BankStartOffset[SFX_BANK_BUILDING_CLUB_11] = SFX_CLUB_11; + BankStartOffset[SFX_BANK_BUILDING_CLUB_12] = SFX_CLUB_12; + BankStartOffset[SFX_BANK_BUILDING_CLUB_RAGGA] = SFX_CLUB_RAGGA; + BankStartOffset[SFX_BANK_BUILDING_STRIP_CLUB_1] = SFX_STRIP_CLUB_1; + BankStartOffset[SFX_BANK_BUILDING_STRIP_CLUB_2] = SFX_STRIP_CLUB_2; + BankStartOffset[SFX_BANK_BUILDING_WORKSHOP] = SFX_WORKSHOP_1; + BankStartOffset[SFX_BANK_BUILDING_PIANO_BAR] = SFX_PIANO_BAR_1; + BankStartOffset[SFX_BANK_BUILDING_SAWMILL] = SFX_SAWMILL_LOOP; + BankStartOffset[SFX_BANK_BUILDING_DOG_FOOD_FACTORY] = SFX_DOG_FOOD_FACTORY; + BankStartOffset[SFX_BANK_BUILDING_LAUNDERETTE] = SFX_LAUNDERETTE_LOOP; + BankStartOffset[SFX_BANK_BUILDING_RESTAURANT_CHINATOWN] = SFX_RESTAURANT_CHINATOWN; + BankStartOffset[SFX_BANK_BUILDING_RESTAURANT_ITALY] = SFX_RESTAURANT_ITALY; + BankStartOffset[SFX_BANK_BUILDING_RESTAURANT_GENERIC_1] = SFX_RESTAURANT_GENERIC_1; + BankStartOffset[SFX_BANK_BUILDING_RESTAURANT_GENERIC_2] = SFX_RESTAURANT_GENERIC_2; + BankStartOffset[SFX_BANK_BUILDING_AIRPORT] = SFX_AIRPORT_ANNOUNCEMENT_1; + BankStartOffset[SFX_BANK_BUILDING_SHOP] = SFX_SHOP_LOOP; + BankStartOffset[SFX_BANK_BUILDING_CINEMA] = SFX_CINEMA_BASS_1; + BankStartOffset[SFX_BANK_BUILDING_DOCKS] = SFX_DOCKS_FOGHORN; + BankStartOffset[SFX_BANK_BUILDING_HOME] = SFX_HOME_1; + BankStartOffset[SFX_BANK_BUILDING_PORN_1] = SFX_PORN_1_LOOP; + BankStartOffset[SFX_BANK_BUILDING_PORN_2] = SFX_PORN_2_LOOP; + BankStartOffset[SFX_BANK_BUILDING_PORN_3] = SFX_PORN_3_LOOP; + BankStartOffset[SFX_BANK_BUILDING_POLICE_BALL] = SFX_POLICE_BALL_1; + BankStartOffset[SFX_BANK_BUILDING_BANK_ALARM] = SFX_BANK_ALARM_1; + BankStartOffset[SFX_BANK_BUILDING_RAVE_INDUSTRIAL] = SFX_RAVE_INDUSTRIAL; + BankStartOffset[SFX_BANK_BUILDING_RAVE_COMMERCIAL] = SFX_RAVE_COMMERCIAL; + BankStartOffset[SFX_BANK_BUILDING_RAVE_SUBURBAN] = SFX_RAVE_SUBURBAN; + BankStartOffset[SFX_BANK_BUILDING_RAVE_COMMERCIAL_2] = SFX_RAVE_COMMERCIAL_2; + BankStartOffset[SFX_BANK_BUILDING_39] = SFX_CLUB_1_1; + BankStartOffset[SFX_BANK_BUILDING_40] = SFX_CLUB_1_2; + BankStartOffset[SFX_BANK_BUILDING_41] = SFX_CLUB_1_3; + BankStartOffset[SFX_BANK_BUILDING_42] = SFX_CLUB_1_4; + BankStartOffset[SFX_BANK_BUILDING_43] = SFX_CLUB_1_5; + BankStartOffset[SFX_BANK_BUILDING_44] = SFX_CLUB_1_6; + BankStartOffset[SFX_BANK_BUILDING_45] = SFX_CLUB_1_7; + BankStartOffset[SFX_BANK_BUILDING_46] = SFX_CLUB_1_8; + BankStartOffset[SFX_BANK_BUILDING_47] = SFX_CLUB_1_9; + BankStartOffset[SFX_BANK_GENERIC_EXTRA] = SFX_EXPLOSION_1; #endif // GTA_PS2 - BankStartOffset[SAMPLEBANK_PED] = SAMPLEBANK_PED_START; + BankStartOffset[SFX_BANK_PED_COMMENTS] = SAMPLEBANK_PED_START; } void @@ -459,10 +459,10 @@ enum eVehicleModel { enum { - DOOR_TYPE_OLD = 0, - DOOR_TYPE_NEW, - DOOR_TYPE_TRUCK, - DOOR_TYPE_AIRBREAK, + OLD_DOOR = 0, + NEW_DOOR, + TRUCK_DOOR, + BUS_DOOR, }; @@ -477,76 +477,76 @@ struct tVehicleSampleData { }; const tVehicleSampleData aVehicleSettings[MAX_CARS] = { - {SFX_CAR_REV_2, SAMPLEBANK_CAR_PATHFINDER, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 11487, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_8, SAMPLEBANK_CAR_COBRA, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 10928, DOOR_TYPE_NEW}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 12893, SFX_CAR_ALARM_1, 8941, DOOR_TYPE_OLD}, - {SFX_CAR_REV_5, SAMPLEBANK_CAR_MERC, SFX_CAR_HORN_BMW328, 10706, SFX_CAR_ALARM_1, 11922, DOOR_TYPE_NEW}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 7948, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_TRUCK, 29711, SFX_POLICE_SIREN_SLOW, 11556, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_TRUCK, 31478, SFX_CAR_ALARM_1, 8941, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_BMW328, 9538, SFX_CAR_ALARM_1, 12220, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_3, SAMPLEBANK_CAR_PORSCHE, SFX_CAR_HORN_BMW328, 12017, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_2, SAMPLEBANK_CAR_PATHFINDER, SFX_CAR_HORN_JEEP, 22295, SFX_CAR_ALARM_1, 12200, DOOR_TYPE_NEW}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_BUS2, 18000, SFX_CAR_ALARM_1, 13400, DOOR_TYPE_NEW}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_BUS, 18286, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_3, SAMPLEBANK_CAR_PORSCHE, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 13600, DOOR_TYPE_NEW}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_JEEP, 22295, SFX_AMBULANCE_SIREN_SLOW, 8795, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_5, SAMPLEBANK_CAR_MERC, SFX_CAR_HORN_PORSCHE, 9271, SFX_POLICE_SIREN_SLOW, 16168, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 12170, SFX_CAR_ALARM_1, 8000, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_BUS2, 12345, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_2, SAMPLEBANK_CAR_PATHFINDER, SFX_CAR_HORN_BMW328, 10796, SFX_CAR_ALARM_1, 8543, DOOR_TYPE_NEW}, - {SFX_CAR_REV_5, SAMPLEBANK_CAR_MERC, SFX_CAR_HORN_PORSCHE, 9271, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_2, SAMPLEBANK_CAR_PATHFINDER, SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_PICKUP, 11025, SFX_ICE_CREAM_TUNE, 11025, DOOR_TYPE_OLD}, - {SFX_CAR_REV_7, SAMPLEBANK_CAR_HOTROD, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 10000, DOOR_TYPE_OLD}, - {SFX_CAR_REV_5, SAMPLEBANK_CAR_MERC, SFX_CAR_HORN_BMW328, 10706, SFX_POLICE_SIREN_SLOW, 13596, DOOR_TYPE_NEW}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_BUS, 17260, SFX_POLICE_SIREN_SLOW, 13000, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_8, SAMPLEBANK_CAR_COBRA, SFX_CAR_HORN_PORSCHE, 10400, SFX_CAR_ALARM_1, 10123, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 26513, SFX_POLICE_SIREN_SLOW, 13596, DOOR_TYPE_OLD}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_BUS2, 11652, SFX_CAR_ALARM_1, 10554, DOOR_TYPE_AIRBREAK}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 8000, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_1, SAMPLEBANK_MAIN, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_AIRBREAK}, - {SFX_CAR_REV_1, SAMPLEBANK_MAIN, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CESNA_IDLE, SAMPLEBANK_MAIN, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_BUS, 16291, SFX_CAR_ALARM_1, 7500, DOOR_TYPE_AIRBREAK}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 10233, SFX_CAR_ALARM_1, 8935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_ALARM_1, 8935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_MAIN, SFX_CAR_HORN_PICKUP, 2000, SFX_CAR_ALARM_1, 17000, DOOR_TYPE_OLD}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_5, SAMPLEBANK_CAR_MERC, SFX_CAR_HORN_BMW328, 9003, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_2, SAMPLEBANK_CAR_PATHFINDER, SFX_CAR_HORN_PORSCHE, 12375, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_5, SAMPLEBANK_CAR_MERC, SFX_CAR_HORN_BUS2, 15554, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_NEW}, - {SFX_CAR_REV_7, SAMPLEBANK_CAR_HOTROD, SFX_CAR_HORN_BUS2, 13857, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_7, SAMPLEBANK_CAR_HOTROD, SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_1, SAMPLEBANK_MAIN, SFX_CAR_HORN_JEEP, 20143, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_MAIN, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9000, DOOR_TYPE_OLD}, - {SFX_CAR_REV_6, SAMPLEBANK_CAR_MACKTRUCK, SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_BUS, 18286, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_TRUCK}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_4, SAMPLEBANK_CAR_SPIDER, SFX_CAR_HORN_BUS2, 18000, SFX_CAR_ALARM_1, 13400, DOOR_TYPE_NEW}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}, - {SFX_CAR_REV_1, SAMPLEBANK_CAR_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, DOOR_TYPE_OLD}}; + {SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 11487, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_8, SFX_BANK_COBRA, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 10928, NEW_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 12893, SFX_CAR_ALARM_1, 8941, OLD_DOOR}, + {SFX_CAR_REV_5, SFX_BANK_MERC, SFX_CAR_HORN_BMW328, 10706, SFX_CAR_ALARM_1, 11922, NEW_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 7948, TRUCK_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_TRUCK, 29711, SFX_POLICE_SIREN_SLOW, 11556, TRUCK_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_TRUCK, 31478, SFX_CAR_ALARM_1, 8941, TRUCK_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_BMW328, 9538, SFX_CAR_ALARM_1, 12220, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_3, SFX_BANK_PORSCHE, SFX_CAR_HORN_BMW328, 12017, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_JEEP, 22295, SFX_CAR_ALARM_1, 12200, NEW_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_BUS2, 18000, SFX_CAR_ALARM_1, 13400, NEW_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_BUS, 18286, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_3, SFX_BANK_PORSCHE, SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 13600, NEW_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_JEEP, 22295, SFX_AMBULANCE_SIREN_SLOW, 8795, TRUCK_DOOR}, + {SFX_CAR_REV_5, SFX_BANK_MERC, SFX_CAR_HORN_PORSCHE, 9271, SFX_POLICE_SIREN_SLOW, 16168, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 12170, SFX_CAR_ALARM_1, 8000, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_BUS2, 12345, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_BMW328, 10796, SFX_CAR_ALARM_1, 8543, NEW_DOOR}, + {SFX_CAR_REV_5, SFX_BANK_MERC, SFX_CAR_HORN_PORSCHE, 9271, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_PICKUP, 11025, SFX_ICE_CREAM_TUNE, 11025, OLD_DOOR}, + {SFX_CAR_REV_7, SFX_BANK_HOTROD, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 10000, OLD_DOOR}, + {SFX_CAR_REV_5, SFX_BANK_MERC, SFX_CAR_HORN_BMW328, 10706, SFX_POLICE_SIREN_SLOW, 13596, NEW_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_BUS, 17260, SFX_POLICE_SIREN_SLOW, 13000, TRUCK_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_8, SFX_BANK_COBRA, SFX_CAR_HORN_PORSCHE, 10400, SFX_CAR_ALARM_1, 10123, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 26513, SFX_POLICE_SIREN_SLOW, 13596, OLD_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_BUS2, 11652, SFX_CAR_ALARM_1, 10554, BUS_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 8000, TRUCK_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_0, SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 9935, BUS_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_0, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CESNA_IDLE, SFX_BANK_0, SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_BUS, 16291, SFX_CAR_ALARM_1, 7500, BUS_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 10233, SFX_CAR_ALARM_1, 8935, OLD_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_ALARM_1, 8935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_0, SFX_CAR_HORN_PICKUP, 2000, SFX_CAR_ALARM_1, 17000, OLD_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_5, SFX_BANK_MERC, SFX_CAR_HORN_BMW328, 9003, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_2, SFX_BANK_PATHFINDER, SFX_CAR_HORN_PORSCHE, 12375, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_5, SFX_BANK_MERC, SFX_CAR_HORN_BUS2, 15554, SFX_CAR_ALARM_1, 9935, NEW_DOOR}, + {SFX_CAR_REV_7, SFX_BANK_HOTROD, SFX_CAR_HORN_BUS2, 13857, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_7, SFX_BANK_HOTROD, SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_0, SFX_CAR_HORN_JEEP, 20143, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_0, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9000, OLD_DOOR}, + {SFX_CAR_REV_6, SFX_BANK_TRUCK, SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_BUS, 18286, SFX_CAR_ALARM_1, 9935, TRUCK_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_4, SFX_BANK_SPIDER, SFX_CAR_HORN_BUS2, 18000, SFX_CAR_ALARM_1, 13400, NEW_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}, + {SFX_CAR_REV_1, SFX_BANK_PACARD, SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, OLD_DOOR}}; bool bPlayerJustEnteredCar; @@ -678,7 +678,7 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams *params) if (veh->m_bRainSamplesCounter > 4) veh->m_bRainSamplesCounter = 68; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_CAR_RAIN_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 9; m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000; @@ -731,7 +731,7 @@ cAudioManager::ProcessReverseGear(cVehicleParams *params) m_sQueueSample.m_nCounter = 61; m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nFrequency = (6000.f * modificator) + 7000; @@ -782,7 +782,7 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = (11025.f * velocityChange / params->m_pTransmission->fMaxVelocity + 11025.f); @@ -828,7 +828,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params) m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; if (params->m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) { @@ -883,7 +883,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; modificator = m_sQueueSample.m_fDistance / 6.f; @@ -1013,7 +1013,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { if (automobile->GetStatus() == STATUS_SIMPLE) { if (modificator < 0.02f) { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_IDLE_1; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; freq = modificator * 10000 + 22050; m_sQueueSample.m_nCounter = 52; } else { @@ -1022,7 +1022,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) } } else { if (automobile->m_fGasPedal < 0.05f) { - m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_IDLE_1; + m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nBank - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1; freq = modificator * 10000 + 22050; m_sQueueSample.m_nCounter = 52; } else { @@ -1030,7 +1030,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params) m_sQueueSample.m_nCounter = 2; } } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nFrequency = freq + 100 * m_sQueueSample.m_nEntityIndex % 1000; @@ -1087,7 +1087,7 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sampl #ifdef GTA_PS2 m_sQueueSample.m_nBankIndex = bank; #else - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; #endif // GTA_PS2 m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 0; @@ -1125,18 +1125,18 @@ cAudioManager::ProcessCesna(cVehicleParams *params) } else if (nAccel < 60) { ++nAccel; } - AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SAMPLEBANK_MAIN, 52, true); - AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SAMPLEBANK_MAIN, 2, true); + AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true); + AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, SFX_BANK_0, 2, true); } } else if (params->m_nIndex == DODO) { - AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SAMPLEBANK_MAIN, 52, true); + AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, SFX_BANK_0, 52, true); } else if (params->m_fDistance < SQR(200)) { CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 52; m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_nFrequency = 12500; @@ -1157,7 +1157,7 @@ cAudioManager::ProcessCesna(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_nFrequency = 25000; @@ -1272,7 +1272,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * freqModifier = 0; engineSoundType = aVehicleSettings[params->m_nIndex].m_nBank; - soundOffset = 3 * (engineSoundType - CAR_SAMPLEBANKS_OFFSET); + soundOffset = 3 * (engineSoundType - CAR_SFX_BANKS_OFFSET); if (accelerateState <= 0) { if (params->m_fVelocityChange < -0.001f) { if (channelUsed) { @@ -1299,16 +1299,16 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } if (gasPedalAudio > 0.05f) { freq = (5000.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 19000; - if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK) + if (engineSoundType == SFX_BANK_TRUCK) freq /= 2; AddPlayerCarSample((25.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 40, freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1), engineSoundType, 63, false); } } freq = (10000.f * gasPedalAudio) + 22050; - if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK) + if (engineSoundType == SFX_BANK_TRUCK) freq /= 2; - AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_IDLE_1), SAMPLEBANK_MAIN, 52, true); + AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_IDLE_1), SFX_BANK_0, 52, true); CurrentPretendGear = Max(1, currentGear); } else { @@ -1329,13 +1329,13 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * automobile->m_fGasPedalAudio = accelerationMultipler; } freq = freqModifier + baseFreq; - if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK) + if (engineSoundType == SFX_BANK_TRUCK) freq /= 2; if (channelUsed) { SampleManager.StopChannel(m_nActiveSamples); bAccelSampleStopped = true; } - AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SAMPLEBANKS_OFFSET + SFX_CAR_REV_1), SAMPLEBANK_MAIN, 2, true); + AddPlayerCarSample(vol, freq, (engineSoundType - CAR_SFX_BANKS_OFFSET + SFX_CAR_REV_1), SFX_BANK_0, 2, true); } else { TranslateEntity(&m_sQueueSample.m_vecPos, &pos); if (bAccelSampleStopped) { @@ -1359,7 +1359,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } } - if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + SFX_CAR_ACCEL_1, SAMPLEBANK_MAIN)) + if (!SampleManager.InitialiseChannel(m_nActiveSamples, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0)) return; SampleManager.SetChannelLoopCount(m_nActiveSamples, 1); SampleManager.SetChannelLoopPoints(m_nActiveSamples, 0, -1); @@ -1369,7 +1369,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * SampleManager.SetChannel3DPosition(m_nActiveSamples, pos.x, pos.y, pos.z); SampleManager.SetChannel3DDistances(m_nActiveSamples, 50.f, 12.5f); freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; - if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK) + if (engineSoundType == SFX_BANK_TRUCK) freq /= 2; SampleManager.SetChannelFrequency(m_nActiveSamples, freq); if (!channelUsed) { @@ -1392,7 +1392,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * --nCruising; } freq = 27 * nCruising + freqModifier + 22050; - if (engineSoundType == SAMPLEBANK_CAR_MACKTRUCK) + if (engineSoundType == SFX_BANK_TRUCK) freq /= 2; AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, true); } @@ -1476,7 +1476,7 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams *params) break; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 8; m_sQueueSample.m_nLoopCount = 0; @@ -1566,7 +1566,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 4; m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nHornSample; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nHornFrequency; @@ -1649,7 +1649,7 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params) m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmSample; m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nSirenOrAlarmFrequency; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nLoopCount = 0; @@ -1692,7 +1692,7 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 12; m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING); @@ -1739,7 +1739,7 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params) m_sQueueSample.m_nCounter = i + 6; m_sQueueSample.m_nSampleIndex = m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000); - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 10; m_sQueueSample.m_nLoopCount = 1; @@ -1784,7 +1784,7 @@ cAudioManager::ProcessAirBrakes(cVehicleParams *params) m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 10; m_sQueueSample.m_nLoopCount = 1; @@ -1839,7 +1839,7 @@ cAudioManager::ProcessEngineDamage(cVehicleParams *params) m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, engineDamageIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 28; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = emittingVolume; @@ -1871,7 +1871,7 @@ cAudioManager::ProcessCarBombTick(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 35; m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN); @@ -1922,21 +1922,21 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[2] % 5 + 122; switch (aVehicleSettings[params->m_nIndex].m_bDoorType) { - case DOOR_TYPE_OLD: + case OLD_DOOR: m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE; break; - case DOOR_TYPE_NEW: + case NEW_DOOR: default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; break; - case DOOR_TYPE_TRUCK: + case TRUCK_DOOR: m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE; break; - case DOOR_TYPE_AIRBREAK: + case BUS_DOOR: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); @@ -1956,21 +1956,21 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[1] % 10 + 117; switch (aVehicleSettings[params->m_nIndex].m_bDoorType) { - case DOOR_TYPE_OLD: + case OLD_DOOR: m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN; break; - case DOOR_TYPE_NEW: + case NEW_DOOR: default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN; break; - case DOOR_TYPE_TRUCK: + case TRUCK_DOOR: m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN; break; - case DOOR_TYPE_AIRBREAK: + case BUS_DOOR: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); @@ -1984,7 +1984,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) const float SOUND_INTENSITY = 30.0f; maxDist = SQR(SOUND_INTENSITY); m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 68; emittingVol = m_anRandomTable[1] % 30 + 60; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); @@ -1997,7 +1997,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i])); maxDist = SQR(SOUND_INTENSITY); m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iWheelIndex++; if (iWheelIndex > 85) iWheelIndex = 82; @@ -2017,7 +2017,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) emittingVol = 60; maxDist = SQR(SOUND_INTENSITY); m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 33; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER); m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -2029,7 +2029,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_CAR_LIGHT_BREAK: { const float SOUND_INTENSITY = 30.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 37; m_sQueueSample.m_nFrequency = 9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); @@ -2048,7 +2048,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) else m_sQueueSample.m_nFrequency = 13118; m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 51; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -2061,7 +2061,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_CAR_HYDRAULIC_3: { const float SOUND_INTENSITY = 35.0f; m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 86; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP); m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -2076,7 +2076,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_CAR_JERK: { const float SOUND_INTENSITY = 35.0f; m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 87; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); @@ -2096,7 +2096,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] = 1200.0f; relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] - 300.f) / 900.f; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = WaveIndex++; if (WaveIndex > 46) WaveIndex = 41; @@ -2111,7 +2111,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_BOAT_SLOWDOWN: { const float SOUND_INTENSITY = 50.0f; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 47; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + RandomDisplacement(600); m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -2125,7 +2125,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_TRAIN_DOOR_OPEN: { const float SOUND_INTENSITY = 35.0f; m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 59; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025; m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -2141,7 +2141,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) if (vol > 96.0f / 2500.0f) vol = 96.0f / 2500.0f; m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 79; m_sQueueSample.m_nFrequency = (3000.f * vol * 2500.0f / 96.0f) + 9000; m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -2156,7 +2156,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_CAR_BOMB_TICK: { const float SOUND_INTENSITY = 30.0f; m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -2170,7 +2170,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_PLANE_ON_GROUND: { const float SOUND_INTENSITY = 180.0f; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 81; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS); m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -2185,7 +2185,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) emittingVol = m_anRandomTable[2]; maxDist = SQR(SOUND_INTENSITY); m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = GunIndex++; emittingVol = emittingVol % 15 + 65; if (GunIndex > 58) @@ -2200,7 +2200,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_WEAPON_HIT_VEHICLE: { const float SOUND_INTENSITY = 40.0f; m_sQueueSample.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 34; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); @@ -2217,7 +2217,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_BOMB_TICK: { const float SOUND_INTENSITY = 50.0f; m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 36; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB); m_sQueueSample.m_nReleasingVolumeModificator = 0; @@ -2247,7 +2247,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_WATER_FALL: { const float SOUND_INTENSITY = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 15; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000; m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -2261,7 +2261,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_SPLATTER: { const float SOUND_INTENSITY = 40.0f; m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 48; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + RandomDisplacement(600); m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -2282,7 +2282,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) continue; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 50; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2; m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -2338,7 +2338,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 32; m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR); @@ -2361,7 +2361,7 @@ cAudioManager::ProcessTrainNoise(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 33; m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 5; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987; @@ -2407,7 +2407,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; m_sQueueSample.m_nFrequency = 10386; m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nLoopCount = 0; @@ -2447,7 +2447,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) m_sQueueSample.m_nCounter = 40; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL; m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nLoopCount = 0; @@ -2503,7 +2503,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) if (!m_sQueueSample.m_nVolume) return true; m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nLoopCount = 0; @@ -2545,7 +2545,7 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 38; m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000; @@ -2601,7 +2601,7 @@ cAudioManager::ProcessHelicopter(cVehicleParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = i + 65; m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_nFrequency = 1200 * heli->m_nHeliId + SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); @@ -2776,7 +2776,7 @@ cAudioManager::SetupJumboTaxiSound(uint8 vol) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = GetJumboTaxiFreq(); @@ -2808,7 +2808,7 @@ cAudioManager::SetupJumboWhineSound(uint8 emittingVol, int32 freq) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = freq; @@ -2839,7 +2839,7 @@ cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 3; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = freq; @@ -2870,7 +2870,7 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY; m_sQueueSample.m_nCounter = 0; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nEmittingVolume = emittingVol; @@ -2900,7 +2900,7 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 5; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE); @@ -2985,7 +2985,7 @@ cAudioManager::ProcessPedHeadphones(cPedParams *params) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 64; m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 5; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES); @@ -3076,7 +3076,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; } m_sQueueSample.m_nSampleIndex = sampleIndex; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] - 28; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); @@ -3119,7 +3119,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } else { m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); @@ -3138,7 +3138,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_33: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3158,7 +3158,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_KICK_34: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3178,7 +3178,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_HEADBUTT_35: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3198,7 +3198,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_36: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3218,7 +3218,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_37: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3238,7 +3238,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_CLOSE_PUNCH_38: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3258,7 +3258,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_39: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3278,7 +3278,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3298,7 +3298,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_41: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3318,7 +3318,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_PUNCH_FROM_BEHIND_42: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3338,7 +3338,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_KNEE_OR_KICK_43: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3358,7 +3358,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_FIGHT_KICK_44: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; stereo = true; ++iSound; @@ -3377,7 +3377,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case SOUND_WEAPON_BAT_ATTACK: m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; @@ -3402,7 +3402,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) switch (weapon->m_eWeaponType) { case WEAPONTYPE_COLT45: m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); @@ -3425,7 +3425,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_UZI: m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); @@ -3444,7 +3444,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_SHOTGUN: m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); @@ -3467,7 +3467,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_AK47: m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT); @@ -3486,7 +3486,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_M16: m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT); @@ -3505,7 +3505,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_SNIPERRIFLE: m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT); @@ -3528,7 +3528,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_ROCKETLAUNCHER: m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); @@ -3551,7 +3551,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case WEAPONTYPE_FLAMETHROWER: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 9; emittingVol = 90; m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex & 2047) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT); @@ -3614,7 +3614,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency += RandomDisplacement(300); - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSoundIntensity = 30.0f; @@ -3631,7 +3631,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) case SOUND_WEAPON_UZI_BULLET_ECHO: case SOUND_WEAPON_M16_BULLET_ECHO: m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); @@ -3654,7 +3654,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case SOUND_WEAPON_FLAMETHROWER_FIRE: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); @@ -3672,7 +3672,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case SOUND_WEAPON_HIT_PED: m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); @@ -3691,7 +3691,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) break; case SOUND_SPLASH: m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; stereo = true; m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; @@ -6279,7 +6279,7 @@ cPedComments::Process() AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex; AudioManager.m_sQueueSample.m_nCounter = 0; AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex; - AudioManager.m_sQueueSample.m_nBankIndex = SAMPLEBANK_PED; + AudioManager.m_sQueueSample.m_nBankIndex = SFX_BANK_PED_COMMENTS; AudioManager.m_sQueueSample.m_nReleasingVolumeModificator = 3; AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_bVolume; AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance; @@ -6320,11 +6320,11 @@ cPedComments::Process() // Switch bank if (m_nActiveBank) { - actualUsedBank = SAMPLEBANK_PED; - m_nActiveBank = SAMPLEBANK_MAIN; + actualUsedBank = SFX_BANK_PED_COMMENTS; + m_nActiveBank = SFX_BANK_0; } else { - actualUsedBank = SAMPLEBANK_MAIN; - m_nActiveBank = SAMPLEBANK_PED; + actualUsedBank = SFX_BANK_0; + m_nActiveBank = SFX_BANK_PED_COMMENTS; } comment = m_asPedComments[actualUsedBank]; for (uint32 i = 0; i < m_nCommentsInBank[actualUsedBank]; i++) { @@ -6364,14 +6364,14 @@ cAudioManager::ProcessExplosions(int32 explosion) m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000; m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; break; case EXPLOSION_MOLOTOV: m_sQueueSample.m_fSoundIntensity = 200.0f; m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000; m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; break; case EXPLOSION_MINE: case EXPLOSION_HELI_BOMB: @@ -6379,7 +6379,7 @@ cAudioManager::ProcessExplosions(int32 explosion) m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347; m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; break; default: m_sQueueSample.m_fSoundIntensity = 400.0f; @@ -6388,7 +6388,7 @@ cAudioManager::ProcessExplosions(int32 explosion) if (type == EXPLOSION_HELI) m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10; m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS; + m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA; break; } pos = CExplosion::GetExplosionPosition(i); @@ -6467,7 +6467,7 @@ cAudioManager::ProcessFires(int32) m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = i; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_nReleasingVolumeDivider = 10; m_sQueueSample.m_bIs2D = false; @@ -6500,7 +6500,7 @@ cAudioManager::ProcessWaterCannon(int32) if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 15591; m_sQueueSample.m_nReleasingVolumeModificator = 5; m_sQueueSample.m_nCounter = i; @@ -6569,7 +6569,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_GATE_STOP_CLUNK: m_sQueueSample.m_fSoundIntensity = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_COL_GATE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; if (sound == SCRIPT_SOUND_GATE_START_CLUNK) m_sQueueSample.m_nFrequency = 10600; else @@ -6585,7 +6585,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_BULLET_HIT_GROUND_3: m_sQueueSample.m_fSoundIntensity = 50.0f; m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + 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); m_sQueueSample.m_nReleasingVolumeModificator = 9; @@ -6595,11 +6595,11 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) break; case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1: case SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2: - if (!SampleManager.IsSampleBankLoaded(SAMPLEBANK_TRAIN)) + if (!SampleManager.IsSampleBankLoaded(SFX_BANK_TRAIN)) return; m_sQueueSample.m_fSoundIntensity = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_TRAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_TRAIN; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE); m_sQueueSample.m_nReleasingVolumeModificator = 0; @@ -6609,7 +6609,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_PAYPHONE_RINGING: m_sQueueSample.m_fSoundIntensity = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING); m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -6620,7 +6620,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_GLASS_BREAK_L: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 70; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6630,7 +6630,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_GLASS_BREAK_S: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 60; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6640,7 +6640,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_GLASS_CRACK: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 70; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6651,7 +6651,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_GLASS_LIGHT_BREAK: m_sQueueSample.m_fSoundIntensity = 55.0f; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000; m_sQueueSample.m_nReleasingVolumeModificator = 9; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6661,7 +6661,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_BOX_DESTROYED_1: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_WOODEN_BOX_SMASH; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6672,7 +6672,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_BOX_DESTROYED_2: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_CARDBOARD_BOX_SMASH; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6683,7 +6683,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_METAL_COLLISION: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 5 + SFX_COL_CAR_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + 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_nReleasingVolumeModificator = 3; @@ -6695,7 +6695,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_TIRE_COLLISION: m_sQueueSample.m_fSoundIntensity = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + 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_nReleasingVolumeModificator = 3; @@ -6720,7 +6720,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000; m_sQueueSample.m_nReleasingVolumeModificator = 18; m_sQueueSample.m_fSoundIntensity = 20.0f; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = false; emittingVolume = m_anRandomTable[2] % 20 + 30; @@ -6750,7 +6750,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000; m_sQueueSample.m_nReleasingVolumeModificator = 15; m_sQueueSample.m_fSoundIntensity = 20.0f; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = false; emittingVolume = m_anRandomTable[2] % 20 + 30; @@ -6760,7 +6760,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000; m_sQueueSample.m_nReleasingVolumeModificator = 18; m_sQueueSample.m_fSoundIntensity = 20.0f; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = false; emittingVolume = m_anRandomTable[2] % 20 + 30; @@ -6796,7 +6796,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_1_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6806,7 +6806,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_1_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6816,7 +6816,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_2_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6826,7 +6826,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_2_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6836,7 +6836,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_3_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_3; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_3; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6846,7 +6846,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_3_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_3; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_3; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6856,7 +6856,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_4_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_4; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_4; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6866,7 +6866,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_4_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_4; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_4; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6876,7 +6876,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_5_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_5; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_5; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6886,7 +6886,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_5_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_5; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_5; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6896,7 +6896,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_6_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_6; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_6; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6906,7 +6906,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_6_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_6; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_6; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6916,7 +6916,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_7_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_7; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_7; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6926,7 +6926,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_7_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_7; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_7; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6936,7 +6936,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_8_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_8; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_8; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6946,7 +6946,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_8_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_8; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_8; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6956,7 +6956,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_9_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_9; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_9; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6966,7 +6966,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_9_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_9; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_9; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6976,7 +6976,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_10_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_10; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_10; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6986,7 +6986,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_10_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_10; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_10; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -6996,7 +6996,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_11_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_11; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_11; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7006,7 +7006,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_11_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_11; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_11; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7016,7 +7016,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_12_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_12; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_12; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7026,7 +7026,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_12_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_12; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_12; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7036,7 +7036,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_13_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_RAGGA; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7046,7 +7046,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_13_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_RAGGA; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7056,7 +7056,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_STRIP_CLUB_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7066,7 +7066,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_STRIP_CLUB_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7076,7 +7076,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_STRIP_CLUB_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7086,7 +7086,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_STRIP_CLUB_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7104,7 +7104,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_38: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_DOG_FOOD_FACTORY; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY); m_sQueueSample.m_nReleasingVolumeModificator = 6; @@ -7114,7 +7114,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_39: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_DOG_FOOD_FACTORY; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY); m_sQueueSample.m_nReleasingVolumeModificator = 6; @@ -7128,7 +7128,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_CHINATOWN; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7138,7 +7138,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_CHINATOWN_RESTAURANT_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_CHINATOWN; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7148,7 +7148,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_CIPRIANI_RESAURANT_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_ITALY; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7158,7 +7158,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_CIPRIANI_RESAURANT_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_ITALY; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7168,7 +7168,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_46_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7178,7 +7178,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_47_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7188,7 +7188,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_MARCO_BISTRO_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7198,7 +7198,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_MARCO_BISTRO_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RESTAURANT_GENERIC_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2; emittingVolume = 110; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7228,7 +7228,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_FRANKIE_PIANO: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PIANO_BAR; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PIANO_BAR; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7238,7 +7238,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PARTY_1_LOOP: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_CLUB_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CLUB_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7258,7 +7258,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_BANK_ALARM_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_BANK_ALARM; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM; emittingVolume = 90; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1); m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -7268,7 +7268,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_BANK_ALARM_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_BANK_ALARM; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM; emittingVolume = 90; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1); m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -7278,7 +7278,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_POLICE_BALL_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_POLICE_BALL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1); m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -7288,7 +7288,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_POLICE_BALL_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_POLICE_BALL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1); m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -7298,7 +7298,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RAVE_INDUSTRIAL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7308,7 +7308,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RAVE_INDUSTRIAL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7323,7 +7323,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_RAVE_2_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RAVE_COMMERCIAL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7334,7 +7334,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_RAVE_2_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RAVE_COMMERCIAL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7344,7 +7344,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_RAVE_3_LOOP_S: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_S; m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RAVE_SUBURBAN; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7354,7 +7354,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_RAVE_3_LOOP_L: m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_RAVE_SUBURBAN; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN; emittingVolume = MAX_VOLUME; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -7364,7 +7364,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) case SCRIPT_SOUND_PRETEND_FIRE_LOOP: m_sQueueSample.m_fSoundIntensity = 50.0f; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); m_sQueueSample.m_nReleasingVolumeModificator = 8; @@ -7407,38 +7407,38 @@ cAudioManager::ProcessPornCinema(uint8 sound) case SCRIPT_SOUND_PORN_CINEMA_1_S: case SCRIPT_SOUND_MISTY_SEX_S: m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PORN_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_1; sample = SFX_PORN_1_GROAN_1; m_sQueueSample.m_fSoundIntensity = 20.0f; break; case SCRIPT_SOUND_PORN_CINEMA_1_L: case SCRIPT_SOUND_MISTY_SEX_L: m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PORN_1; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_1; sample = SFX_PORN_1_GROAN_1; m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; break; case SCRIPT_SOUND_PORN_CINEMA_2_S: m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PORN_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_2; sample = SFX_PORN_2_GROAN_1; m_sQueueSample.m_fSoundIntensity = 20.0f; break; case SCRIPT_SOUND_PORN_CINEMA_2_L: m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PORN_2; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_2; sample = SFX_PORN_2_GROAN_1; m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; break; case SCRIPT_SOUND_PORN_CINEMA_3_S: m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PORN_3; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_3; m_sQueueSample.m_fSoundIntensity = 20.0f; sample = SFX_PORN_3_GROAN_1; break; case SCRIPT_SOUND_PORN_CINEMA_3_L: m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_PORN_3; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PORN_3; m_sQueueSample.m_fSoundIntensity = SCRIPT_OBJECT_INTENSITY_L; sample = SFX_PORN_3_GROAN_1; break; @@ -7511,7 +7511,7 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_WORKSHOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_WORKSHOP; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_WORKSHOP_1); m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = false; @@ -7550,7 +7550,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_SAWMILL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SAWMILL; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SAWMILL_LOOP); m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = false; @@ -7570,7 +7570,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_SAWMILL; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SAWMILL; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_bIs2D = false; @@ -7606,7 +7606,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(45, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_LAUNDERETTE; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_LAUNDERETTE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_LOOP); m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = false; @@ -7624,7 +7624,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_LAUNDERETTE; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_LAUNDERETTE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_SONG_LOOP); m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_bIs2D = false; @@ -7663,7 +7663,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_SHOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SHOP; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOP_LOOP); m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = false; @@ -7684,7 +7684,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound) if (m_sQueueSample.m_nVolume != 0) { rand = m_anRandomTable[1] & 1; m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_SHOP; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SHOP; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nCounter = rand + 1; m_sQueueSample.m_bIs2D = false; @@ -7727,7 +7727,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_AIRPORT; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_AIRPORT; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_bIs2D = false; @@ -7773,7 +7773,7 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_CINEMA; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CINEMA; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4); m_sQueueSample.m_nCounter = iSound++; @@ -7822,7 +7822,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_DOCKS; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOCKS; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); m_sQueueSample.m_nCounter = iSound++; @@ -7870,7 +7870,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound) m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_BUILDING_HOME; + m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_HOME; 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++; @@ -7923,7 +7923,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound) emittingVol = m_anRandomTable[0] % 50 + 55; m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + 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++; @@ -7958,12 +7958,12 @@ cAudioManager::ProcessWeather(int32 id) if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) { if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) { m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS; + m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000; vol = (m_asAudioEntities[id].m_afVolume[0] - 10.f) + 40; } else { m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000; vol = (m_asAudioEntities[id].m_afVolume[0]) + 35; } @@ -7990,7 +7990,7 @@ cAudioManager::ProcessWeather(int32 id) m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAIN); m_sQueueSample.m_nVolume = (int32)(25.f * CWeather::Rain); m_sQueueSample.m_nCounter = 4; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_nOffset = 63; m_sQueueSample.m_bIs2D = true; @@ -8170,7 +8170,7 @@ cAudioManager::ProcessFrontEnd() m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_nBankIndex = frontendBank ? SAMPLEBANK_FRONTEND : SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = frontendBank ? SFX_BANK_FRONT_END_MENU : SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 0; m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume; @@ -8211,7 +8211,7 @@ cAudioManager::ProcessCrane() if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nFrequency = 6000; @@ -8258,7 +8258,7 @@ cAudioManager::ProcessProjectiles() emittingVol = MAX_VOLUME; m_sQueueSample.m_fSoundIntensity = rocketLauncherIntensity; m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY); m_sQueueSample.m_nReleasingVolumeModificator = 3; break; @@ -8266,7 +8266,7 @@ cAudioManager::ProcessProjectiles() emittingVol = molotovVolume; m_sQueueSample.m_fSoundIntensity = molotovIntensity; m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25; m_sQueueSample.m_nReleasingVolumeModificator = 7; break; @@ -8362,7 +8362,7 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_bReleasingSoundFlag = false; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_nEmittingVolume = 90; @@ -8395,7 +8395,7 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_nSampleIndex = SFX_COL_GARAGE_DOOR_1; m_sQueueSample.m_nFrequency = 18000; } - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 4; m_sQueueSample.m_nEmittingVolume = 60; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -8436,7 +8436,7 @@ cAudioManager::ProcessFireHydrant() if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 4; m_sQueueSample.m_nFrequency = 15591; @@ -8496,7 +8496,7 @@ cAudioManager::ProcessBridgeWarning() if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS; + m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING); @@ -8523,7 +8523,7 @@ cAudioManager::ProcessBridgeMotor() if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = 5500; @@ -8558,7 +8558,7 @@ cAudioManager::ProcessBridgeOneShots() m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { m_sQueueSample.m_nCounter = 2; - m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); |