Audio enhancements:
* redo high fps fix * make releasing vehicle sounds attach to entities * fix bug with reusing audio entity that is still being used * use time scale to modify sound speed
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@@ -47,8 +47,12 @@ public:
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// 0 = L 100% R 0%
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// 63 = L 100% R 100%
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// 127 = L 0% R 100%
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#ifndef FIX_BUGS
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uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
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// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
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#else
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float m_nFramesToPlay; // Made into float for high fps fix
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#endif
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// all fields below are internal to AudioManager calculations and aren't set by queued sample
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bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
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@@ -60,6 +64,9 @@ public:
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#endif
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uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
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int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
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#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
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int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
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#endif
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};
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VALIDATE_SIZE(tSound, 92);
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