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
This commit is contained in:
Sergeanur
2021-08-24 14:58:41 +03:00
parent ef0ba763b9
commit abbfb09a64
5 changed files with 166 additions and 49 deletions

View File

@@ -44,14 +44,21 @@ public:
// 63 = L 100% R 100%
// 127 = L 0% R 100%
uint8 m_nFrontRearPan; // Used on PS2 for surround panning
#ifndef FIX_BUGS
uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
#else
float m_nFramesToPlay; // Made into float for high fps fix
#endif
// all fields below are internal to AudioManager calculations and aren't set by queued sample
bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free
uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
#endif
};
VALIDATE_SIZE(tSound, 96);