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
* reverse a few PS2 bits
This commit is contained in:
Sergeanur
2021-08-20 13:02:58 +03:00
parent 0e5ffb8c34
commit c168786b42
5 changed files with 828 additions and 788 deletions

View File

@@ -129,16 +129,16 @@ 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_bReverbFlag = FALSE;
m_sQueueSample.m_nOffset = 63;
m_sQueueSample.m_nReleasingVolumeDivider = 3;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = FALSE;
m_sQueueSample.m_nPan = 63;
m_sQueueSample.m_nFramesToPlay = 3;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}