Audio: bits of PS2 code
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@@ -493,9 +493,28 @@ cAudioManager::ServiceSoundEffects()
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#endif
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m_bReduceReleasingPriority = (m_FrameCounter++ % 5) == 0;
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if (m_nUserPause && !m_nPreviousUserPause) {
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for (int32 i = 0; i < NUM_CHANNELS; i++)
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SampleManager.StopChannel(i);
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#ifdef GTA_PS2
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if (m_bIsSurround) {
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for (uint32 i = 0; i < NUM_CHANNELS_DTS_GENERIC; i++)
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SampleManager.StopChannel(i);
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SampleManager.SetChannelFrequency(CHANNEL_DTS_POLICE_RADIO, 0);
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SampleManager.SetChannelFrequency(CHANNEL_DTS_MISSION_AUDIO_1, 0);
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SampleManager.SetChannelFrequency(CHANNEL_DTS_MISSION_AUDIO_2, 0);
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SampleManager.SetChannelFrequency(CHANNEL_DTS_PLAYER_VEHICLE_ENGINE, 0);
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} else {
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for (uint32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
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SampleManager.StopChannel(i);
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SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
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SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
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SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
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SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, 0);
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}
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#else
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for (uint32 i = 0; i < NUM_CHANNELS; i++)
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SampleManager.StopChannel(i);
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#endif
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ClearRequestedQueue();
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if (m_nActiveSampleQueue) {
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m_nActiveSampleQueue = 0;
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