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Even more audio cleanups

This commit is contained in:
Sergeanur 2020-05-25 19:36:09 +03:00
parent ad896d5f81
commit 52644192e3

View file

@ -611,7 +611,7 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams *params)
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
float emittingVol = 30.f * CWeather::Rain; float emittingVol = 30.f * CWeather::Rain;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++; m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++;
if (veh->m_bRainSamplesCounter > 4) if (veh->m_bRainSamplesCounter > 4)
veh->m_bRainSamplesCounter = 68; veh->m_bRainSamplesCounter = 68;
@ -661,7 +661,7 @@ cAudioManager::ProcessReverseGear(cVehicleParams *params)
modificator = Abs(modificator); modificator = Abs(modificator);
emittingVol = (24.f * modificator); emittingVol = (24.f * modificator);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
if (params->m_pVehicle->m_fGasPedal >= 0.0f) { if (params->m_pVehicle->m_fGasPedal >= 0.0f) {
m_sQueueSample.m_nCounter = 62; m_sQueueSample.m_nCounter = 62;
m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2; m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2;
@ -717,7 +717,7 @@ cAudioManager::ProcessModelCarEngine(cVehicleParams *params)
if (emittingVol) { if (emittingVol) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR; m_sQueueSample.m_nSampleIndex = SFX_REMOTE_CONTROLLED_CAR;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -810,7 +810,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
if (params->m_fDistance >= SQR(SOUND_INTENSITY)) if (params->m_fDistance >= SQR(SOUND_INTENSITY))
return false; return false;
if (params->m_pTransmission != 0) { if (params->m_pTransmission != nil) {
if (((CAutomobile *)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) { if (((CAutomobile *)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) {
velChange = Abs(params->m_fVelocityChange); velChange = Abs(params->m_fVelocityChange);
if (velChange > 0.f) { if (velChange > 0.f) {
@ -818,7 +818,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
relativeVelocity = Min(1.0f, velChange / (0.5f * params->m_pTransmission->fMaxVelocity)); relativeVelocity = Min(1.0f, velChange / (0.5f * params->m_pTransmission->fMaxVelocity));
emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads; emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -1019,7 +1019,7 @@ void
cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 unk1, uint8 counter, bool notLooping) cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 unk1, uint8 counter, bool notLooping)
{ {
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = counter; m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_nSampleIndex = sample; m_sQueueSample.m_nSampleIndex = sample;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -1054,20 +1054,20 @@ cAudioManager::ProcessCesna(cVehicleParams *params)
if (FindPlayerVehicle() == params->m_pVehicle) { if (FindPlayerVehicle() == params->m_pVehicle) {
if (params->m_nIndex == DODO) { if (params->m_nIndex == DODO) {
if (Pads[0].GetAccelerate() <= 0) { if (Pads[0].GetAccelerate() <= 0) {
if (nAccel) if (nAccel != 0)
--nAccel; --nAccel;
} else if (nAccel < 60) { } else if (nAccel < 60) {
++nAccel; ++nAccel;
} }
AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, 0, 52, 1); AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_IDLE, 0, 52, true);
AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, 0, 2, 1); AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000, SFX_CESNA_REV, 0, 2, true);
} }
} else if (params->m_nIndex == DODO) { } else if (params->m_nIndex == DODO) {
AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, 0, 52, 1); AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, 0, 52, true);
} else if (params->m_fDistance < SQR(200)) { } else if (params->m_fDistance < SQR(200)) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 52; m_sQueueSample.m_nCounter = 52;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE; m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -1088,7 +1088,7 @@ cAudioManager::ProcessCesna(cVehicleParams *params)
} }
if (params->m_fDistance < SQR(90)) { if (params->m_fDistance < SQR(90)) {
m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nCounter = 2;
m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV; m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -1500,7 +1500,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams *params)
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 4; m_sQueueSample.m_nCounter = 4;
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nHornSample; m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_nHornSample;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -1981,7 +1981,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
case SOUND_CAR_HYDRAULIC_1: case SOUND_CAR_HYDRAULIC_1:
case SOUND_CAR_HYDRAULIC_2: { case SOUND_CAR_HYDRAULIC_2: {
const float SOUND_INTENSITY = 35.0f; const float SOUND_INTENSITY = 35.0f;
if (event == MOONBEAM) // todo check if (event == SOUND_CAR_HYDRAULIC_1)
m_sQueueSample.m_nFrequency = 15600; m_sQueueSample.m_nFrequency = 15600;
else else
m_sQueueSample.m_nFrequency = 13118; m_sQueueSample.m_nFrequency = 13118;
@ -2926,7 +2926,7 @@ cAudioManager::ProcessPedHeadphones(cPedParams *params)
} }
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 7.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, 7.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 64; m_sQueueSample.m_nCounter = 64;
m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES; m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -3662,13 +3662,13 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
if (params->m_fDistance < maxDist) { if (params->m_fDistance < maxDist) {
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance); CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
if (noReflection) { if (noReflection) {
if (0.2f * m_sQueueSample.m_fSoundIntensity <= m_sQueueSample.m_fDistance) { if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_fSoundIntensity) {
noReflection = false;
} else {
m_sQueueSample.m_bIs2D = true; m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nOffset = 0; m_sQueueSample.m_nOffset = 0;
} else {
noReflection = false;
} }
} }
m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bReverbFlag = true;
@ -6213,78 +6213,75 @@ cPedComments::Process()
uint8 actualUsedBank; uint8 actualUsedBank;
tPedComment *comment; tPedComment *comment;
static const int defaultIntensity = 50; if (AudioManager.m_nUserPause != 0) return;
static const int policeHeliIntensity = 400;
if (!AudioManager.m_nUserPause) { if (m_nCommentsInBank[m_nActiveBank]) {
if (m_nCommentsInBank[m_nActiveBank]) { sampleIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nSampleIndex;
sampleIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nSampleIndex; if (!SampleManager.IsPedCommentLoaded(sampleIndex))
if (!SampleManager.IsPedCommentLoaded(sampleIndex)) SampleManager.LoadPedComment(sampleIndex);
SampleManager.LoadPedComment(sampleIndex);
AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex; AudioManager.m_sQueueSample.m_nEntityIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nEntityIndex;
AudioManager.m_sQueueSample.m_nCounter = 0; AudioManager.m_sQueueSample.m_nCounter = 0;
AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex; AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex;
AudioManager.m_sQueueSample.m_nBankIndex = SAMPLEBANK_PED; AudioManager.m_sQueueSample.m_nBankIndex = SAMPLEBANK_PED;
AudioManager.m_sQueueSample.m_nReleasingVolumeModificator = 3; AudioManager.m_sQueueSample.m_nReleasingVolumeModificator = 3;
AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_bVolume; AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_bVolume;
AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance; AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance;
AudioManager.m_sQueueSample.m_nLoopCount = 1; AudioManager.m_sQueueSample.m_nLoopCount = 1;
AudioManager.m_sQueueSample.m_nLoopStart = 0; AudioManager.m_sQueueSample.m_nLoopStart = 0;
AudioManager.m_sQueueSample.m_nLoopEnd = -1; AudioManager.m_sQueueSample.m_nLoopEnd = -1;
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME; AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f; AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
switch (sampleIndex) { switch (sampleIndex) {
case SFX_POLICE_HELI_1: case SFX_POLICE_HELI_1:
case SFX_POLICE_HELI_2: case SFX_POLICE_HELI_2:
case SFX_POLICE_HELI_3: case SFX_POLICE_HELI_3:
AudioManager.m_sQueueSample.m_fSoundIntensity = policeHeliIntensity; AudioManager.m_sQueueSample.m_fSoundIntensity = 400.0f;
break; break;
default: default:
AudioManager.m_sQueueSample.m_fSoundIntensity = defaultIntensity; AudioManager.m_sQueueSample.m_fSoundIntensity = 50.0f;
break; break;
}
AudioManager.m_sQueueSample.m_bReleasingSoundFlag = true;
AudioManager.m_sQueueSample.m_vecPos = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos;
if (sampleIndex >= SFX_AMMU_D && sampleIndex <= SFX_AMMU_F) {
AudioManager.m_sQueueSample.m_bReverbFlag = false;
AudioManager.m_sQueueSample.m_bRequireReflection = false;
} else {
AudioManager.m_sQueueSample.m_bReverbFlag = true;
AudioManager.m_sQueueSample.m_bRequireReflection = true;
}
AudioManager.m_sQueueSample.m_bIs2D = false;
AudioManager.m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
if (CTimer::GetIsSlowMotionActive())
AudioManager.m_sQueueSample.m_nFrequency /= 2;
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
AudioManager.AddSampleToRequestedQueue();
} }
AudioManager.m_sQueueSample.m_bReleasingSoundFlag = true;
AudioManager.m_sQueueSample.m_vecPos = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos;
// Switch bank if (sampleIndex >= SFX_AMMU_D && sampleIndex <= SFX_AMMU_F) {
if (m_nActiveBank) { AudioManager.m_sQueueSample.m_bReverbFlag = false;
actualUsedBank = SAMPLEBANK_PED; AudioManager.m_sQueueSample.m_bRequireReflection = false;
m_nActiveBank = SAMPLEBANK_MAIN;
} else { } else {
actualUsedBank = SAMPLEBANK_MAIN; AudioManager.m_sQueueSample.m_bReverbFlag = true;
m_nActiveBank = SAMPLEBANK_PED; AudioManager.m_sQueueSample.m_bRequireReflection = true;
}
comment = m_asPedComments[actualUsedBank];
for (uint32 i = 0; i < m_nCommentsInBank[actualUsedBank]; i++) {
if (m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]].m_nProcess > 0) {
--m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]].m_nProcess;
Add(&comment[m_nIndexMap[actualUsedBank][i]]);
}
} }
for (uint32 i = 0; i < NUM_PED_COMMENTS_SLOTS; i++) { AudioManager.m_sQueueSample.m_bIs2D = false;
m_nIndexMap[actualUsedBank][i] = NUM_PED_COMMENTS_SLOTS; AudioManager.m_sQueueSample.m_nFrequency =
} SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
m_nCommentsInBank[actualUsedBank] = 0; if (CTimer::GetIsSlowMotionActive())
AudioManager.m_sQueueSample.m_nFrequency /= 2;
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
AudioManager.AddSampleToRequestedQueue();
} }
// Switch bank
if (m_nActiveBank) {
actualUsedBank = SAMPLEBANK_PED;
m_nActiveBank = SAMPLEBANK_MAIN;
} else {
actualUsedBank = SAMPLEBANK_MAIN;
m_nActiveBank = SAMPLEBANK_PED;
}
comment = m_asPedComments[actualUsedBank];
for (uint32 i = 0; i < m_nCommentsInBank[actualUsedBank]; i++) {
if (m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]].m_nProcess > 0) {
--m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]].m_nProcess;
Add(&comment[m_nIndexMap[actualUsedBank][i]]);
}
}
for (uint32 i = 0; i < NUM_PED_COMMENTS_SLOTS; i++) {
m_nIndexMap[actualUsedBank][i] = NUM_PED_COMMENTS_SLOTS;
}
m_nCommentsInBank[actualUsedBank] = 0;
} }
#pragma endregion #pragma endregion
@ -6344,7 +6341,7 @@ cAudioManager::ProcessExplosions(int32 explosion)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_fSpeedMultiplier = 2.0f;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
@ -6412,7 +6409,7 @@ cAudioManager::ProcessFires(int32)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_fSpeedMultiplier = 2.0f;
@ -6476,7 +6473,7 @@ void
cAudioManager::ProcessScriptObject(int32 id) cAudioManager::ProcessScriptObject(int32 id)
{ {
cAudioScriptObject *entity = (cAudioScriptObject *)m_asAudioEntities[id].m_pEntity; cAudioScriptObject *entity = (cAudioScriptObject *)m_asAudioEntities[id].m_pEntity;
if (entity != 0) { if (entity != nil) {
m_sQueueSample.m_vecPos = entity->Posn; m_sQueueSample.m_vecPos = entity->Posn;
if (m_asAudioEntities[id].m_AudioEvents == 1) if (m_asAudioEntities[id].m_AudioEvents == 1)
ProcessOneShotScriptObject(m_asAudioEntities[id].m_awAudioEvent[0]); ProcessOneShotScriptObject(m_asAudioEntities[id].m_awAudioEvent[0]);
@ -6675,7 +6672,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -6720,7 +6717,7 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nCounter = iSound++;
m_sQueueSample.m_nLoopCount = 1; m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_bReleasingSoundFlag = true; m_sQueueSample.m_bReleasingSoundFlag = true;
@ -7397,7 +7394,7 @@ cAudioManager::ProcessPornCinema(uint8 sound)
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
if (sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) { if (sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) {
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
@ -7417,7 +7414,7 @@ cAudioManager::ProcessPornCinema(uint8 sound)
time = CTimer::GetTimeInMilliseconds(); time = CTimer::GetTimeInMilliseconds();
if (time > gPornNextTime) { if (time > gPornNextTime) {
m_sQueueSample.m_nVolume = ComputeVolume(90, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(90, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
rand = m_anRandomTable[1] & 1; rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + sample; m_sQueueSample.m_nSampleIndex = rand + sample;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -7456,7 +7453,7 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1; m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_WORKSHOP_1); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_WORKSHOP_1);
@ -7495,7 +7492,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP; m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SAWMILL_LOOP); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SAWMILL_LOOP);
@ -7515,7 +7512,7 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
time = CTimer::GetTimeInMilliseconds(); time = CTimer::GetTimeInMilliseconds();
if (time > gSawMillNextTime) { if (time > gSawMillNextTime) {
m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD; m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -7551,7 +7548,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(45, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(45, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP; m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_LOOP); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_LOOP);
@ -7569,7 +7566,7 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
AddSampleToRequestedQueue(); AddSampleToRequestedQueue();
} }
m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP; m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_SONG_LOOP); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_SONG_LOOP);
@ -7608,7 +7605,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP; m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOP_LOOP); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOP_LOOP);
@ -7628,7 +7625,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
time = CTimer::GetTimeInMilliseconds(); time = CTimer::GetTimeInMilliseconds();
if (time > gShopNextTime) { if (time > gShopNextTime) {
m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
rand = m_anRandomTable[1] & 1; rand = m_anRandomTable[1] & 1;
m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1; m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -7718,7 +7715,7 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
rand = m_anRandomTable[0] % 90 + 30; rand = m_anRandomTable[0] % 90 + 30;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1; m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -7767,7 +7764,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
rand = m_anRandomTable[0] % 60 + 40; rand = m_anRandomTable[0] % 60 + 40;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN; m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
@ -7815,7 +7812,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
m_sQueueSample.m_fDistance = Sqrt(dist); m_sQueueSample.m_fDistance = Sqrt(dist);
rand = m_anRandomTable[0] % 30 + 40; rand = m_anRandomTable[0] % 30 + 40;
m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1; m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -8095,7 +8092,7 @@ cAudioManager::ProcessFrontEnd()
if (sample == SFX_RAIN) { if (sample == SFX_RAIN) {
m_sQueueSample.m_nFrequency = 28509; m_sQueueSample.m_nFrequency = 28509;
} else if (sample == SFX_PICKUP_1_LEFT) { } else if (sample == SFX_PICKUP_1_LEFT) {
if (1.f == m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]) if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] == 1.0f)
m_sQueueSample.m_nFrequency = 32000; m_sQueueSample.m_nFrequency = 32000;
else else
m_sQueueSample.m_nFrequency = 48000; m_sQueueSample.m_nFrequency = 48000;
@ -8144,7 +8141,7 @@ cAudioManager::ProcessCrane()
if (distSquared < SQR(intensity)) { if (distSquared < SQR(intensity)) {
CalculateDistance(distCalculated, distSquared); CalculateDistance(distCalculated, distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(100, 80.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(100, 80.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET; m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -8216,7 +8213,7 @@ cAudioManager::ProcessProjectiles()
if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_fDistance = Sqrt(distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nCounter = i;
m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nLoopCount = 0;
@ -8320,7 +8317,7 @@ cAudioManager::ProcessGarages()
if (distSquared < SQR(SOUND_INTENSITY)) { if (distSquared < SQR(SOUND_INTENSITY)) {
CalculateDistance(distCalculated, distSquared); CalculateDistance(distCalculated, distSquared);
m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(60, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) { if (CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) {
m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2;
m_sQueueSample.m_nFrequency = 6735; m_sQueueSample.m_nFrequency = 6735;
@ -8429,7 +8426,7 @@ cAudioManager::ProcessBridgeWarning()
{ {
if (CStats::CommercialPassed && m_sQueueSample.m_fDistance < 450.f) { if (CStats::CommercialPassed && m_sQueueSample.m_fDistance < 450.f) {
m_sQueueSample.m_nVolume = ComputeVolume(100, 450.f, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(100, 450.f, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING; m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
@ -8456,7 +8453,7 @@ cAudioManager::ProcessBridgeMotor()
{ {
if (m_sQueueSample.m_fDistance < bridgeIntensity) { if (m_sQueueSample.m_fDistance < bridgeIntensity) {
m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance); m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, bridgeIntensity, m_sQueueSample.m_fDistance);
if (m_sQueueSample.m_nVolume) { if (m_sQueueSample.m_nVolume != 0) {
m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nCounter = 1;
m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN; m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;