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authorSergeanur <s.anureev@yandex.ua>2021-08-24 13:58:41 +0200
committerSergeanur <s.anureev@yandex.ua>2021-08-24 13:58:41 +0200
commitabbfb09a64e4d9188cb9ef17733693d43e9a51ce (patch)
tree2c3276ed78309d5a059e83c6eb042cce95bf3d60 /src/audio/AudioManager.h
parentMake ped comments update position and volume + fix cPedComments::Process (diff)
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-rw-r--r--src/audio/AudioManager.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 821732df..8708fecd 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -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);