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
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@@ -129,16 +129,16 @@ cAudioManager::DoPoliceRadioCrackle()
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m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = TRUE;
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_nPriority = 10;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
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m_sQueueSample.m_nVolume = m_anRandomTable[2] % 20 + 15;
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m_sQueueSample.m_nLoopCount = 0;
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SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
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SET_LOOP_OFFSETS(SFX_POLICE_RADIO_CRACKLE)
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m_sQueueSample.m_bReleasingSoundFlag = FALSE;
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m_sQueueSample.m_bReverbFlag = FALSE;
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m_sQueueSample.m_nOffset = 63;
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m_sQueueSample.m_nReleasingVolumeDivider = 3;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_bReverb = FALSE;
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m_sQueueSample.m_nPan = 63;
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m_sQueueSample.m_nFramesToPlay = 3;
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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