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author | Sergeanur <s.anureev@yandex.ua> | 2021-08-20 12:02:58 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-20 12:02:58 +0200 |
commit | c168786b421a18f66202faa481a2570ef33f9708 (patch) | |
tree | d90b026c1130b880aef3cf8d78168dbe41446586 /src/audio/AudioCollision.cpp | |
parent | CAutomobile fixes (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioCollision.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/src/audio/AudioCollision.cpp b/src/audio/AudioCollision.cpp index 02231773..5af762f9 100644 --- a/src/audio/AudioCollision.cpp +++ b/src/audio/AudioCollision.cpp @@ -261,14 +261,14 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) m_sQueueSample.m_vecPos = col.m_vecPosition; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 11; + m_sQueueSample.m_nPriority = 11; m_sQueueSample.m_nLoopCount = 1; SET_EMITTING_VOLUME(emittingVol); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; - m_sQueueSample.m_bReverbFlag = TRUE; + m_sQueueSample.m_MaxDistance = CollisionSoundIntensity; + m_sQueueSample.m_bStatic = TRUE; + m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); } @@ -290,15 +290,15 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun m_sQueueSample.m_vecPos = col.m_vecPosition; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; - m_sQueueSample.m_bReverbFlag = TRUE; + m_sQueueSample.m_MaxDistance = CollisionSoundIntensity; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; + m_sQueueSample.m_bReverb = TRUE; SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); } |