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