diff options
Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioManager.cpp | 229 |
1 files changed, 109 insertions, 120 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index 6418dfc3..597caa6b 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -590,7 +590,7 @@ cAudioManager::ClearActiveSamples() m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f; m_asActiveSamples[i].m_fSoundIntensity = 200.0f; m_asActiveSamples[i].m_bOffset = 63; - m_asActiveSamples[i].m_bReleasingSoundFlag = 0; + m_asActiveSamples[i].m_bReleasingSoundFlag = false; m_asActiveSamples[i].m_nCalculatedVolume = 0; m_asActiveSamples[i].m_nReleasingVolumeDivider = 0; m_asActiveSamples[i].m_nVolumeChange = -1; @@ -3680,7 +3680,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) } m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance); - if(!m_sQueueSample.m_bVolume) return 1; + if(!m_sQueueSample.m_bVolume) return true; m_sQueueSample.m_nCounter = 40; m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL; m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000; @@ -3747,7 +3747,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params) CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance); - if(!m_sQueueSample.m_bVolume) return 1; + if(!m_sQueueSample.m_bVolume) return true; m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_bIs2D = false; @@ -3873,20 +3873,16 @@ cAudioManager::ProcessBridgeMotor() void cAudioManager::ProcessBridgeOneShots() { - if(CBridge::State == STATE_LIFT_PART_IS_UP && - CBridge::OldState == STATE_LIFT_PART_MOVING_UP) { + if(CBridge::State == STATE_LIFT_PART_IS_UP && CBridge::OldState == STATE_LIFT_PART_MOVING_UP) { m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; } else { - if(CBridge::State == STATE_LIFT_PART_IS_DOWN && - CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) { + if(CBridge::State == STATE_LIFT_PART_IS_DOWN && CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) { m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; } else { - if(CBridge::State == STATE_LIFT_PART_MOVING_UP && - CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) { + if(CBridge::State == STATE_LIFT_PART_MOVING_UP && CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) { m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; } else { - if(CBridge::State == STATE_LIFT_PART_MOVING_DOWN && - CBridge::OldState == STATE_LIFT_PART_IS_UP) { + if(CBridge::State == STATE_LIFT_PART_MOVING_DOWN && CBridge::OldState == STATE_LIFT_PART_IS_UP) { m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1; } else return; @@ -6001,14 +5997,14 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S: case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L: male.m_pPed = nil; - male.m_bDistanceCalculated = 0; + male.m_bDistanceCalculated = false; male.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos); SetupPedComments(&male, SOUND_INJURED_PED_MALE_OUCH); return; case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S: case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L: female.m_pPed = nil; - female.m_bDistanceCalculated = 0; + female.m_bDistanceCalculated = false; female.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos); SetupPedComments(&female, SOUND_INJURED_PED_FEMALE); return; @@ -6330,7 +6326,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) weapon = params->m_pPed->GetWeapon(); for(uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) { noReflection = false; - stereo = 0; + stereo = false; m_sQueueSample.m_bRequireReflection = false; sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; switch(sound) { @@ -6420,7 +6416,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; } break; @@ -6451,7 +6447,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; } break; @@ -6460,7 +6456,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 18000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6472,7 +6468,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_KICK_34: @@ -6480,7 +6476,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 16500; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6492,7 +6488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_HEADBUTT_35: @@ -6500,7 +6496,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 20000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6512,7 +6508,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_PUNCH_36: @@ -6520,7 +6516,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 18000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6532,7 +6528,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_PUNCH_37: @@ -6540,7 +6536,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 16500; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6552,7 +6548,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_CLOSE_PUNCH_38: @@ -6560,7 +6556,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 20000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6572,7 +6568,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_PUNCH_39: @@ -6580,7 +6576,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 18000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6592,7 +6588,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40: @@ -6600,7 +6596,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 16500; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6612,7 +6608,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_PUNCH_41: @@ -6620,7 +6616,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 20000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6632,7 +6628,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_PUNCH_FROM_BEHIND_42: @@ -6640,7 +6636,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 18000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6652,7 +6648,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_KNEE_OR_KICK_43: @@ -6660,7 +6656,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 16500; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6672,7 +6668,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_FIGHT_KICK_44: @@ -6680,7 +6676,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nFrequency = 20000; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound; - stereo = 1; + stereo = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6692,14 +6688,14 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_WEAPON_BAT_ATTACK: m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -6711,7 +6707,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = m_anRandomTable[2] % 20 + 100; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else @@ -6724,7 +6720,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); m_sQueueSample.m_nFrequency += @@ -6739,7 +6735,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = m_anRandomTable[1] % 10 + 90; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else @@ -6749,7 +6745,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency += @@ -6764,13 +6760,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; break; case WEAPONTYPE_SHOTGUN: m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); m_sQueueSample.m_nFrequency += @@ -6785,7 +6781,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = m_anRandomTable[2] % 10 + 100; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else @@ -6795,7 +6791,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT); m_sQueueSample.m_nFrequency += @@ -6810,13 +6806,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; break; case WEAPONTYPE_M16: m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT); m_sQueueSample.m_nFrequency += @@ -6831,13 +6827,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; break; case WEAPONTYPE_SNIPERRIFLE: m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT); m_sQueueSample.m_nFrequency += @@ -6852,7 +6848,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = m_anRandomTable[4] % 10 + 110; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else @@ -6862,7 +6858,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); m_sQueueSample.m_nFrequency += @@ -6877,7 +6873,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = m_anRandomTable[0] % 20 + 80; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else @@ -6903,7 +6899,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_bEmittingVolume = 90; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 0; + m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_nReleasingVolumeDivider = 6; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; @@ -6955,7 +6951,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } emittingVol = 75; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency += RandomDisplacement(300); m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -6967,7 +6963,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = 75; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; case SOUND_WEAPON_AK47_BULLET_ECHO: @@ -6976,7 +6972,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); m_sQueueSample.m_nFrequency += @@ -6991,7 +6987,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = m_anRandomTable[4] % 10 + 40; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; if(m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else @@ -7015,13 +7011,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) emittingVol = 70; m_sQueueSample.m_bEmittingVolume = 70; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; break; case SOUND_WEAPON_HIT_PED: m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); m_sQueueSample.m_nFrequency += @@ -7036,13 +7032,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; break; case SOUND_SPLASH: m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iSound++; - stereo = 1; + stereo = true; m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -7054,7 +7050,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nLoopEnd = -1; m_sQueueSample.m_bEmittingVolume = emittingVol; m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = 1; + m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bRequireReflection = true; break; default: SetupPedComments(params, sound); continue; @@ -7237,19 +7233,19 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * static int16 LastAccel = 0; static int16 LastBrake = 0; static uint8 CurrentPretendGear = 1; - static bool bLostTractionLastFrame = 0; + static bool bLostTractionLastFrame = false; static bool bHandbrakeOnLastFrame = 0; static int32 nCruising = 0; - static bool bAccelSampleStopped = 1; + static bool bAccelSampleStopped = true; lostTraction = 0; processedAccelSampleStopped = 0; if(bPlayerJustEnteredCar) { - bAccelSampleStopped = 1; + bAccelSampleStopped = true; bPlayerJustEnteredCar = false; nCruising = 0; LastAccel = 0; - bLostTractionLastFrame = 0; + bLostTractionLastFrame = false; LastBrake = 0; bHandbrakeOnLastFrame = 0; CurrentPretendGear = 1; @@ -7300,7 +7296,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * if(params->m_fVelocityChange < -0.001f) { if(channelUsed) { SampleManager.StopChannel(m_bActiveSamples); - bAccelSampleStopped = 1; + bAccelSampleStopped = true; } if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction) { @@ -7315,7 +7311,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } else if(LastAccel > 0) { if(channelUsed) { SampleManager.StopChannel(m_bActiveSamples); - bAccelSampleStopped = 1; + bAccelSampleStopped = true; } nCruising = 0; if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || @@ -7373,7 +7369,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * if(engineSoundType == 6) freq >>= 1; if(channelUsed) { SampleManager.StopChannel(m_bActiveSamples); - bAccelSampleStopped = 1; + bAccelSampleStopped = true; } AddPlayerCarSample(vol, freq, (engineSoundType + SFX_PHONE_RING), 0, 2, 1); LastAccel = accelerateState; @@ -7390,7 +7386,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * CurrentPretendGear = gearNr; } processedAccelSampleStopped = 1; - bAccelSampleStopped = 0; + bAccelSampleStopped = false; } if(channelUsed) { SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85); @@ -7421,11 +7417,9 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85); SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z); SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f); - if(engineSoundType == 6) - freq = - (GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) >> 1; - else - freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; + freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; + if (engineSoundType == 6) + freq /= 2; SampleManager.SetChannelFrequency(m_bActiveSamples, freq); if(!channelUsed) { SampleManager.SetChannelReverbFlag( @@ -7448,9 +7442,8 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z); SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f); freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; - - if(engineSoundType == 6) freq >>= 1; - + if(engineSoundType == 6) + freq /= 2; SampleManager.SetChannelFrequency(m_bActiveSamples, freq); if(!channelUsed) { SampleManager.SetChannelReverbFlag( @@ -7465,7 +7458,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * } nCruising = 1; } - bAccelSampleStopped = 1; + bAccelSampleStopped = true; if(accelerateState < 150 || !automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn || lostTraction || currentGear < params->m_pTransmission->nNumberOfGears - 1) { nCruising = 0; @@ -7477,7 +7470,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile * --nCruising; } freq = 27 * nCruising + freqModifier + 22050; - if(engineSoundType == 6) freq >>= 1; + if(engineSoundType == 6) freq /= 2; AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType, 64, 1); } @@ -7538,7 +7531,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound) m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bRequireReflection = false; AddSampleToRequestedQueue(); - params.m_bDistanceCalculated = 1; + params.m_bDistanceCalculated = true; params.m_fDistance = distSquared; params.m_pPed = nil; SetupPedComments(¶ms, SOUND_8A); @@ -7633,10 +7626,8 @@ cAudioManager::ProcessPornCinema(uint8 sound) if(m_sQueueSample.m_bVolume) { rand = m_anRandomTable[1] & 1; m_sQueueSample.m_nSampleIndex = rand + sample; - m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency( - m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nFrequency += - RandomDisplacement(m_sQueueSample.m_nFrequency >> 4); + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); + m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nCounter = rand + 1; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nLoopCount = 1; @@ -8169,9 +8160,9 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams *params) automobile = (CAutomobile *)params->m_pVehicle; CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); for(int32 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) { - if(automobile->Damage.GetDoorStatus(i) == 2) { + if(automobile->Damage.GetDoorStatus(i) == DOOR_STATUS_SWINGING) { doorState = automobile->Doors[i].m_nDoorState; - if(doorState == 1 || doorState == 2) { + if(doorState == DOOR_STATUS_SMASHED || doorState == DOOR_STATUS_SWINGING) { velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel)); if(velocity > 0.0035f) { emittingVol = (100.f * velocity * 10.f / 3.f); @@ -8481,7 +8472,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case 3: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break; default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; break; } - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22; m_sQueueSample.m_nFrequency = @@ -8507,7 +8498,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case 3: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break; default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN; break; } - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10; m_sQueueSample.m_nFrequency = @@ -8522,7 +8513,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_CAR_WINDSHIELD_CRACK: maxDist = 900.f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 68; emittingVol = m_anRandomTable[1] % 30 + 60; m_sQueueSample.m_nFrequency = @@ -8538,7 +8529,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i])); maxDist = 1225.f; m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = iWheelIndex++; if(iWheelIndex > 85) iWheelIndex = 82; m_sQueueSample.m_nFrequency = @@ -8557,7 +8548,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) emittingVol = 60; maxDist = 1600.f; m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 33; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER); @@ -8568,7 +8559,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_CAR_LIGHT_BREAK: m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 37; m_sQueueSample.m_nFrequency = 9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10; @@ -8587,7 +8578,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) else m_sQueueSample.m_nFrequency = 13118; m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 51; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 3); @@ -8599,7 +8590,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_CAR_HYDRAULIC_3: m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 86; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP); @@ -8613,7 +8604,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_CAR_JERK: m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 87; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION); @@ -8636,7 +8627,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) 900.f; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = WaveIndex++; if(WaveIndex > 46) WaveIndex = 41; m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000; @@ -8648,7 +8639,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_17: m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 47; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + @@ -8663,7 +8654,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_18: case SOUND_19: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 59; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025; m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -8676,7 +8667,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; if(vol > 0.038400002f) vol = 0.038400002f; m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 79; m_sQueueSample.m_nFrequency = (3000.f * vol * 26.041666f) + 9000; m_sQueueSample.m_nReleasingVolumeModificator = 2; @@ -8689,7 +8680,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_CAR_BOMB_TICK: m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP); @@ -8702,7 +8693,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_PLANE_ON_GROUND: m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 81; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS); @@ -8716,7 +8707,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) emittingVol = m_anRandomTable[2]; maxDist = 14400.f; m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = GunIndex++; emittingVol = emittingVol % 15 + 65; if(GunIndex > 58) GunIndex = 53; @@ -8734,7 +8725,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) ARRAY_SIZE(m_anRandomTable)] % 6 + SFX_BULLET_CAR_1; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 34; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); @@ -8751,7 +8742,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) case SOUND_BOMB_ONIGNITION_ACTIVATED: case SOUND_BOMB_TICK: m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 36; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB); @@ -8763,16 +8754,16 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) maxDist = 2500.f; break; case SOUND_PED_HELI_PLAYER_FOUND: - pedParams.m_pPed = 0; - pedParams.m_bDistanceCalculated = 0; + pedParams.m_pPed = nil; + pedParams.m_bDistanceCalculated = false; pedParams.m_fDistance = 0.0f; pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated; pedParams.m_fDistance = params->m_fDistance; SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND); continue; case SOUND_PED_BODYCAST_HIT: - pedParams.m_pPed = 0; - pedParams.m_bDistanceCalculated = 0; + pedParams.m_pPed = nil; + pedParams.m_bDistanceCalculated = false; pedParams.m_fDistance = 0.0f; pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated; pedParams.m_fDistance = params->m_fDistance; @@ -8780,7 +8771,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) continue; case SOUND_WATER_FALL: m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 15; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000; m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -8792,7 +8783,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) break; case SOUND_SPLATTER: m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 48; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) + @@ -8813,11 +8804,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params) if(!emittingVol) continue; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1; - m_sQueueSample.m_bBankIndex = 0; + m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nCounter = 50; - m_sQueueSample.m_nFrequency = - SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >> - 1; + m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSoundIntensity = 40.0f; @@ -9168,7 +9157,7 @@ cAudioManager::ProcessWeather(int32 id) vol = (m_asAudioEntities[id].m_afVolume[0]) + 35; } m_sQueueSample.m_bVolume = vol; - if(TheCamera.SoundDistUp < 20.f) m_sQueueSample.m_bVolume >>= 1; + if(TheCamera.SoundDistUp < 20.f) m_sQueueSample.m_bVolume /= 2; if(counter == 4) counter = 0; m_sQueueSample.m_nCounter = counter++; m_sQueueSample.m_nReleasingVolumeModificator = 0; |