From 36a6d124aa4ef679a9429c990874576ce2ec27f1 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Mon, 8 Jun 2020 10:34:31 +0300 Subject: Mission audio slots --- src/control/GameLogic.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/control/GameLogic.cpp') diff --git a/src/control/GameLogic.cpp b/src/control/GameLogic.cpp index a98315e2..5ec976d1 100644 --- a/src/control/GameLogic.cpp +++ b/src/control/GameLogic.cpp @@ -193,15 +193,15 @@ CGameLogic::Update() pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_LOADING; char name[12]; sprintf(name, pPlayerInfo.m_nCurrentBustedAudio >= 10 ? "bust_%d" : "bust_0%d", pPlayerInfo.m_nCurrentBustedAudio); - DMAudio.ClearMissionAudio(); // TODO(MIAMI): argument is 0 - DMAudio.PreloadMissionAudio(name); // TODO(MIAMI): argument is 0 + DMAudio.ClearMissionAudio(0); // TODO(MIAMI): argument is 0 + DMAudio.PreloadMissionAudio(0, name); // TODO(MIAMI): argument is 0 pPlayerInfo.m_nCurrentBustedAudio = pPlayerInfo.m_nCurrentBustedAudio % 28 + 1; // enum? const? TODO } } if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 4000 && pPlayerInfo.m_nBustedAudioStatus == BUSTEDAUDIO_LOADING && - DMAudio.GetMissionAudioLoadingStatus() == 1) { // TODO: argument is 0 - DMAudio.PlayLoadedMissionAudio(); // TODO: argument is 0 + DMAudio.GetMissionAudioLoadingStatus(0) == 1) { // TODO: argument is 0 + DMAudio.PlayLoadedMissionAudio(0); // TODO: argument is 0 pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_DONE; } -- cgit v1.2.3