mirror of
https://github.com/halpz/re3.git
synced 2024-12-24 17:55:29 +00:00
Fix drive-by machine gun sound
This commit is contained in:
parent
a4ec3cdf0b
commit
759f91ce91
|
@ -2964,21 +2964,58 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
|
|||
isHeli = true;
|
||||
break;
|
||||
default:
|
||||
{
|
||||
maxDist = SQR(SOUND_INTENSITY);
|
||||
#ifdef FIX_BUGS
|
||||
int32 sampleIndex;
|
||||
int32 frequency;
|
||||
CPed *pPed = params.m_pVehicle->pDriver;
|
||||
if(!pPed->HasWeaponSlot(WEAPONSLOT_SUBMACHINEGUN)) {
|
||||
sampleIndex = SFX_UZI_LEFT;
|
||||
frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
|
||||
frequency += RandomDisplacement(frequency / 32);
|
||||
} else
|
||||
switch(pPed->GetWeapon(WEAPONSLOT_SUBMACHINEGUN).m_eWeaponType) {
|
||||
case WEAPONTYPE_TEC9:
|
||||
sampleIndex = SFX_TEC_LEFT;
|
||||
frequency = RandomDisplacement(500) + 17000;
|
||||
break;
|
||||
case WEAPONTYPE_SILENCED_INGRAM:
|
||||
sampleIndex = SFX_TEC_LEFT;
|
||||
frequency = RandomDisplacement(1000) + 34000;
|
||||
break;
|
||||
case WEAPONTYPE_MP5:
|
||||
sampleIndex = SFX_MP5_LEFT;
|
||||
frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
|
||||
frequency += RandomDisplacement(frequency / 32);
|
||||
break;
|
||||
default:
|
||||
sampleIndex = SFX_UZI_LEFT;
|
||||
frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
|
||||
frequency += RandomDisplacement(frequency / 32);
|
||||
break;
|
||||
}
|
||||
m_sQueueSample.m_nSampleIndex = sampleIndex;
|
||||
#else
|
||||
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
|
||||
#endif
|
||||
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
|
||||
m_sQueueSample.m_nCounter = GunIndex++;
|
||||
emittingVol = m_anRandomTable[2] % 15 + 65;
|
||||
if (GunIndex > 58)
|
||||
GunIndex = 53;
|
||||
if(GunIndex > 58) GunIndex = 53;
|
||||
#ifdef FIX_BUGS
|
||||
m_sQueueSample.m_nFrequency = frequency;
|
||||
#else
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
|
||||
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
|
||||
#endif
|
||||
m_sQueueSample.m_nReleasingVolumeModificator = 3;
|
||||
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
|
||||
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
|
||||
m_sQueueSample.m_bRequireReflection = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SOUND_WEAPON_HIT_VEHICLE: {
|
||||
|
|
Loading…
Reference in a new issue