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authorSergeanur <s.anureev@yandex.ua>2020-12-27 09:58:33 +0100
committerSergeanur <s.anureev@yandex.ua>2020-12-27 09:58:33 +0100
commit759f91ce91bd74adfb4f717576c1465f5f2451dc (patch)
tree369763ccb9307f96af81b8485470ebf79edd968e /src/audio/AudioLogic.cpp
parenttrivial fix (diff)
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Diffstat (limited to '')
-rw-r--r--src/audio/AudioLogic.cpp41
1 files changed, 39 insertions, 2 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 6cb42d81..8f03d66a 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -2964,21 +2964,58 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params)
isHeli = true;
break;
default:
+ {
maxDist = SQR(SOUND_INTENSITY);
+#ifdef FIX_BUGS
+ int32 sampleIndex;
+ int32 frequency;
+ CPed *pPed = params.m_pVehicle->pDriver;
+ if(!pPed->HasWeaponSlot(WEAPONSLOT_SUBMACHINEGUN)) {
+ sampleIndex = SFX_UZI_LEFT;
+ frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
+ frequency += RandomDisplacement(frequency / 32);
+ } else
+ switch(pPed->GetWeapon(WEAPONSLOT_SUBMACHINEGUN).m_eWeaponType) {
+ case WEAPONTYPE_TEC9:
+ sampleIndex = SFX_TEC_LEFT;
+ frequency = RandomDisplacement(500) + 17000;
+ break;
+ case WEAPONTYPE_SILENCED_INGRAM:
+ sampleIndex = SFX_TEC_LEFT;
+ frequency = RandomDisplacement(1000) + 34000;
+ break;
+ case WEAPONTYPE_MP5:
+ sampleIndex = SFX_MP5_LEFT;
+ frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
+ frequency += RandomDisplacement(frequency / 32);
+ break;
+ default:
+ sampleIndex = SFX_UZI_LEFT;
+ frequency = SampleManager.GetSampleBaseFrequency(sampleIndex);
+ frequency += RandomDisplacement(frequency / 32);
+ break;
+ }
+ m_sQueueSample.m_nSampleIndex = sampleIndex;
+#else
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
+#endif
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = GunIndex++;
emittingVol = m_anRandomTable[2] % 15 + 65;
- if (GunIndex > 58)
- GunIndex = 53;
+ if(GunIndex > 58) GunIndex = 53;
+#ifdef FIX_BUGS
+ m_sQueueSample.m_nFrequency = frequency;
+#else
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
+#endif
m_sQueueSample.m_nReleasingVolumeModificator = 3;
m_sQueueSample.m_fSpeedMultiplier = 0.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bRequireReflection = true;
break;
}
+ }
break;
}
case SOUND_WEAPON_HIT_VEHICLE: {