Get rid of audio getters
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@@ -1322,7 +1322,7 @@ cSampleManager::Initialise(void)
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int32 randval;
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if ( bUseRandomTable )
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randval = AudioManager.GetRandomNumber(1);
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randval = AudioManager.m_anRandomTable[1];
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else
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randval = localtm->tm_sec * localtm->tm_min;
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@@ -1333,7 +1333,7 @@ cSampleManager::Initialise(void)
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randmp3 = randmp3->pNext;
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if ( bUseRandomTable )
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_CurMP3Pos = AudioManager.GetRandomNumber(0) % randmp3->nTrackLength;
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_CurMP3Pos = AudioManager.m_anRandomTable[0] % randmp3->nTrackLength;
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else
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{
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if ( localtm->tm_sec > 0 )
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@@ -1342,7 +1342,7 @@ cSampleManager::Initialise(void)
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_CurMP3Pos = s*s*s*s*s*s*s*s % randmp3->nTrackLength;
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}
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else
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_CurMP3Pos = AudioManager.GetRandomNumber(0) % randmp3->nTrackLength;
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_CurMP3Pos = AudioManager.m_anRandomTable[0] % randmp3->nTrackLength;
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}
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}
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else
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@@ -1671,7 +1671,7 @@ cSampleManager::UpdateReverb(void)
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if ( !usingEAX )
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return FALSE;
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if ( AudioManager.GetFrameCounter() & 15 )
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if ( AudioManager.m_FrameCounter & 15 )
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return FALSE;
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float fRatio = 0.0f;
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@@ -1679,13 +1679,13 @@ cSampleManager::UpdateReverb(void)
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#define MIN_DIST 0.5f
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#define CALCULATE_RATIO(value, maxDist, maxRatio) (value > MIN_DIST && value < maxDist ? value / maxDist * maxRatio : 0)
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fRatio += CALCULATE_RATIO(AudioManager.GetReflectionsDistance(REFLECTION_CEIL_NORTH), 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.GetReflectionsDistance(REFLECTION_CEIL_SOUTH), 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.GetReflectionsDistance(REFLECTION_CEIL_WEST), 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.GetReflectionsDistance(REFLECTION_CEIL_EAST), 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.m_afReflectionsDistances[REFLECTION_CEIL_NORTH], 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.m_afReflectionsDistances[REFLECTION_CEIL_SOUTH], 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.m_afReflectionsDistances[REFLECTION_CEIL_WEST], 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO(AudioManager.m_afReflectionsDistances[REFLECTION_CEIL_EAST], 10.0f, 1/2.f);
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fRatio += CALCULATE_RATIO((AudioManager.GetReflectionsDistance(REFLECTION_NORTH) + AudioManager.GetReflectionsDistance(REFLECTION_SOUTH)) / 2.f, 4.0f, 1/3.f);
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fRatio += CALCULATE_RATIO((AudioManager.GetReflectionsDistance(REFLECTION_WEST) + AudioManager.GetReflectionsDistance(REFLECTION_EAST)) / 2.f, 4.0f, 1/3.f);
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fRatio += CALCULATE_RATIO((AudioManager.m_afReflectionsDistances[REFLECTION_NORTH] + AudioManager.m_afReflectionsDistances[REFLECTION_SOUTH]) / 2.f, 4.0f, 1/3.f);
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fRatio += CALCULATE_RATIO((AudioManager.m_afReflectionsDistances[REFLECTION_WEST] + AudioManager.m_afReflectionsDistances[REFLECTION_EAST]) / 2.f, 4.0f, 1/3.f);
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#undef CALCULATE_RATIO
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#undef MIN_DIST
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