diff options
-rw-r--r-- | src/audio/AudioLogic.cpp | 41 |
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: { |