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-rw-r--r--src/audio/AudioCollision.cpp24
1 files changed, 20 insertions, 4 deletions
diff --git a/src/audio/AudioCollision.cpp b/src/audio/AudioCollision.cpp
index 4039bd75..fecd079e 100644
--- a/src/audio/AudioCollision.cpp
+++ b/src/audio/AudioCollision.cpp
@@ -10,6 +10,22 @@
const int CollisionSoundIntensity = 60;
+cAudioCollisionManager::cAudioCollisionManager()
+{
+ m_sQueue.m_pEntity1 = nil;
+ m_sQueue.m_pEntity2 = nil;
+ m_sQueue.m_bSurface1 = SURFACE_DEFAULT;
+ m_sQueue.m_bSurface2 = SURFACE_DEFAULT;
+ m_sQueue.m_fIntensity2 = 0.0f;
+ m_sQueue.m_fIntensity1 = 0.0f;
+ m_sQueue.m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
+
+ for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
+ m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
+
+ m_bCollisionsInQueue = 0;
+}
+
void
cAudioCollisionManager::AddCollisionToRequestedQueue()
{
@@ -151,7 +167,7 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
m_sQueueSample.m_bVolume =
ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_bVolume) {
- m_sQueueSample.m_counter = counter;
+ m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_vecPos = col->m_vecPosition;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = false;
@@ -164,7 +180,7 @@ cAudioManager::SetUpLoopingCollisionSound(cAudioCollision *col, uint8 counter)
SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
- m_sQueueSample.m_bReleasingSoundFlag = 0;
+ m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
@@ -270,7 +286,7 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
break;
}
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
- m_sQueueSample.m_counter = counter++;
+ m_sQueueSample.m_nCounter = counter++;
if(counter >= 255) counter = 28;
m_sQueueSample.m_vecPos = col->m_vecPosition;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
@@ -282,7 +298,7 @@ cAudioManager::SetUpOneShotCollisionSound(cAudioCollision *col)
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
- m_sQueueSample.m_bReleasingSoundFlag = 1;
+ m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();