diff options
Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioLogic.cpp | 299 |
1 files changed, 62 insertions, 237 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index fc828042..7340e73e 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -2248,7 +2248,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) pedParams.m_fDistance = 0.0f; pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; pedParams.m_fDistance = params.m_fDistance; - SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND); + SetupPedComments(pedParams, SOUND_PED_HELI_PLAYER_FOUND); continue; case SOUND_PED_BODYCAST_HIT: pedParams.m_pPed = nil; @@ -2256,7 +2256,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) pedParams.m_fDistance = 0.0f; pedParams.m_bDistanceCalculated = params.m_bDistanceCalculated; pedParams.m_fDistance = params.m_fDistance; - SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT); + SetupPedComments(pedParams, SOUND_PED_BODYCAST_HIT); continue; case SOUND_WATER_FALL: { const float SOUND_INTENSITY = 40.0f; @@ -2965,21 +2965,21 @@ cAudioManager::ProcessPed(CPhysical *ped) params.m_pPed = (CPed *)ped; params.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); if (ped->GetModelIndex() == MI_FATMALE02) - ProcessPedHeadphones(¶ms); - ProcessPedOneShots(¶ms); + ProcessPedHeadphones(params); + ProcessPedOneShots(params); } void -cAudioManager::ProcessPedHeadphones(cPedParams *params) +cAudioManager::ProcessPedHeadphones(cPedParams ¶ms) { CPed *ped; CAutomobile *veh; uint8 emittingVol; - if (params->m_fDistance < SQR(7)) { - ped = params->m_pPed; + if (params.m_fDistance < SQR(7)) { + ped = params.m_pPed; if (!ped->bIsAimingGun || ped->m_bodyPartBleeding != PED_HEAD) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); if (ped->bInVehicle && ped->m_nPedState == PED_DRIVING) { emittingVol = 10; veh = (CAutomobile *)ped->m_pMyVehicle; @@ -3021,36 +3021,36 @@ cAudioManager::ProcessPedHeadphones(cPedParams *params) } void -cAudioManager::ProcessPedOneShots(cPedParams *params) +cAudioManager::ProcessPedOneShots(cPedParams ¶ms) { uint8 emittingVol; int32 sampleIndex; - CPed *ped = params->m_pPed; + CPed *ped = params.m_pPed; - bool stereo; + bool narrowSoundRange; int16 sound; - bool noReflection; + bool stereo; CWeapon *weapon; float maxDist = 0.f; // uninitialized variable static uint8 iSound = 21; - weapon = params->m_pPed->GetWeapon(); + weapon = params.m_pPed->GetWeapon(); for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) { - noReflection = false; stereo = false; + narrowSoundRange = false; m_sQueueSample.m_bRequireReflection = false; sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; switch (sound) { case SOUND_STEP_START: case SOUND_STEP_END: - if (!params->m_pPed->bIsLooking) { + if (!params.m_pPed->bIsLooking) { emittingVol = m_anRandomTable[3] % 15 + 45; if (FindPlayerPed() != m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity) emittingVol /= 2; maxDist = 400.f; - switch (params->m_pPed->m_nSurfaceTouched) { + switch (params.m_pPed->m_nSurfaceTouched) { case SURFACE_GRASS: sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1; break; @@ -3094,7 +3094,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) 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); - switch (params->m_pPed->m_nMoveState) { + switch (params.m_pPed->m_nMoveState) { case PEDMOVE_WALK: emittingVol /= 4; m_sQueueSample.m_nFrequency = 9 * m_sQueueSample.m_nFrequency / 10; @@ -3152,229 +3152,54 @@ 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 = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_KICK_34: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_HEADBUTT_35: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_36: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_37: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_CLOSE_PUNCH_38: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_39: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_41: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4; m_sQueueSample.m_nFrequency = 20000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_PUNCH_FROM_BEHIND_42: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 18000; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_KNEE_OR_KICK_43: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 16500; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nCounter = iSound; - stereo = true; - ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_fSoundIntensity = 30.0f; - maxDist = SQR(30); - m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_nLoopStart = 0; - emittingVol = m_anRandomTable[3] % 26 + 100; - m_sQueueSample.m_nLoopEnd = -1; - m_sQueueSample.m_nEmittingVolume = emittingVol; - m_sQueueSample.m_bIs2D = false; - m_sQueueSample.m_bReleasingSoundFlag = true; - m_sQueueSample.m_bRequireReflection = true; - break; + goto AddFightSound; case SOUND_FIGHT_KICK_44: m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5; m_sQueueSample.m_nFrequency = 20000; + AddFightSound: m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound; - stereo = true; + narrowSoundRange = true; ++iSound; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -3393,7 +3218,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000; m_sQueueSample.m_nReleasingVolumeModificator = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -3409,7 +3234,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case SOUND_WEAPON_SHOT_FIRED: weapon = ped->GetWeapon(); @@ -3418,7 +3243,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3435,13 +3260,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_UZI: m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3460,7 +3285,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3477,13 +3302,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_AK47: m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3502,7 +3327,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3521,7 +3346,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3538,13 +3363,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_ROCKETLAUNCHER: m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); m_sQueueSample.m_nReleasingVolumeModificator = 1; @@ -3561,7 +3386,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case WEAPONTYPE_FLAMETHROWER: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT; @@ -3583,7 +3408,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; default: continue; @@ -3626,7 +3451,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } emittingVol = 75; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency += RandomDisplacement(300); m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nReleasingVolumeModificator = 5; @@ -3647,7 +3472,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nReleasingVolumeModificator = 3; @@ -3664,7 +3489,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) if (m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bRequireReflection = true; else - noReflection = true; + stereo = true; break; case SOUND_WEAPON_FLAMETHROWER_FIRE: m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT; @@ -3688,7 +3513,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); m_sQueueSample.m_nReleasingVolumeModificator = 7; @@ -3707,7 +3532,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = iSound++; - stereo = true; + narrowSoundRange = true; m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; m_sQueueSample.m_nReleasingVolumeModificator = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; @@ -3727,23 +3552,23 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) continue; } - if (stereo && iSound > 60) + if (narrowSoundRange && iSound > 60) iSound = 21; - if (params->m_fDistance < maxDist) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < maxDist) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { - if (noReflection) { + if (stereo) { if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_fSoundIntensity) { m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_nOffset = 0; } else { - noReflection = false; + stereo = false; } } m_sQueueSample.m_bReverbFlag = true; AddSampleToRequestedQueue(); - if (noReflection) { + if (stereo) { m_sQueueSample.m_nOffset = 127; ++m_sQueueSample.m_nSampleIndex; if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED || @@ -3762,9 +3587,9 @@ cAudioManager::ProcessPedOneShots(cPedParams *params) } void -cAudioManager::SetupPedComments(cPedParams *params, uint32 sound) +cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) { - CPed *ped = params->m_pPed; + CPed *ped = params.m_pPed; uint8 emittingVol; float soundIntensity; tPedComment pedComment; @@ -3815,8 +3640,8 @@ cAudioManager::SetupPedComments(cPedParams *params, uint32 sound) } } - if (params->m_fDistance < SQR(soundIntensity)) { - CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); + if (params.m_fDistance < SQR(soundIntensity)) { + CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); if (sound != SOUND_PAGER) { switch (sound) { case SOUND_AMMUNATION_WELCOME_1: @@ -6549,14 +6374,14 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) male.m_pPed = nil; male.m_bDistanceCalculated = false; male.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(&male, SOUND_INJURED_PED_MALE_OUCH); + 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 = false; female.m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos); - SetupPedComments(&female, SOUND_INJURED_PED_FEMALE); + SetupPedComments(female, SOUND_INJURED_PED_FEMALE); return; case SCRIPT_SOUND_GATE_START_CLUNK: case SCRIPT_SOUND_GATE_STOP_CLUNK: @@ -7934,7 +7759,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound) params.m_bDistanceCalculated = true; params.m_fDistance = distSquared; params.m_pPed = nil; - SetupPedComments(¶ms, SOUND_INJURED_PED_MALE_PRISON); + SetupPedComments(params, SOUND_INJURED_PED_MALE_PRISON); } gCellNextTime = time + 500 + m_anRandomTable[3] % 1500; } |