Changing prefixes for some audio fields

This commit is contained in:
Sergeanur
2020-04-28 14:00:38 +03:00
parent 8304f035d9
commit 299bbc47ec
11 changed files with 910 additions and 906 deletions

View File

@@ -130,18 +130,18 @@ cAudioManager::DoPoliceRadioCrackle()
m_sQueueSample.m_nEntityIndex = m_nPoliceChannelEntity;
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
m_sQueueSample.m_bIs2D = true;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_bVolume = m_anRandomTable[2] % 20 + 15;
m_sQueueSample.m_nVolume = m_anRandomTable[2] % 20 + 15;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_bReverbFlag = false;
m_sQueueSample.m_bOffset = 63;
m_sQueueSample.m_nOffset = 63;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
@@ -155,7 +155,7 @@ cAudioManager::ServicePoliceRadio()
if(!m_bIsInitialised) return;
if(!m_bUserPause) {
if(!m_nUserPause) {
bool crimeReport = SetupCrimeReport();
#ifdef FIX_BUGS // Crash at 0x5fe6ef
if(CReplay::IsPlayingBack() || !FindPlayerPed() || !FindPlayerPed()->m_pWanted)
@@ -190,14 +190,14 @@ cAudioManager::ServicePoliceRadioChannel(int32 wantedLevel)
if (!m_bIsInitialised) return;
if (m_bUserPause) {
if (m_nUserPause) {
if (SampleManager.GetChannelUsedFlag(policeChannel)) SampleManager.StopChannel(policeChannel);
if (g_nMissionAudioSfx != TOTAL_AUDIO_SAMPLES && bMissionAudioPhysicalPlayingStatus == 1 &&
SampleManager.IsStreamPlaying(1)) {
SampleManager.PauseStream(1, 1);
}
} else {
if (m_bPreviousUserPause && g_nMissionAudioSfx != TOTAL_AUDIO_SAMPLES &&
if (m_nPreviousUserPause && g_nMissionAudioSfx != TOTAL_AUDIO_SAMPLES &&
bMissionAudioPhysicalPlayingStatus == 1) {
SampleManager.PauseStream(0, 1);
}