Audio refactoring:

* renamed tSound fields, added descriptions for each field
* getting rid of term 'intensity' in favour of 'max distance'
* renamed two cAudioManager fields
* fix volume not being reduced for stopping sounds that are looped
This commit is contained in:
Sergeanur
2021-08-20 14:28:55 +03:00
parent c8623cfe09
commit a401f926d3
5 changed files with 670 additions and 647 deletions

View File

@@ -104,16 +104,16 @@ cAudioManager::DoPoliceRadioCrackle()
m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nReleasingVolumeModificator = 10;
m_sQueueSample.m_nPriority = 10;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_nVolume = m_anRandomTable[2] % 20 + 15;
m_sQueueSample.m_nLoopCount = 0;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
SET_LOOP_OFFSETS(SFX_POLICE_RADIO_CRACKLE)
m_sQueueSample.m_bReleasingSoundFlag = FALSE;
m_sQueueSample.m_bStatic = FALSE;
SET_SOUND_REVERB(FALSE);
m_sQueueSample.m_nOffset = 63;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_nPan = 63;
m_sQueueSample.m_nFramesToPlay = 3;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}