diff options
Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioLogic.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 78cebf0e..d7f20aec 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -307,7 +307,7 @@ cAudioManager::ProcessPlayerMood() if (m_nPlayerMoodTimer <= curTime) { playerPed = FindPlayerPed(); if (playerPed != nil) { -#ifdef 0 +/* if (playerPed->m_pWanted->m_nWantedLevel > 3) { m_nPlayerMood = 2; return; @@ -316,7 +316,7 @@ cAudioManager::ProcessPlayerMood() m_nPlayerMood = 1; return; } -#endif +*/ if (playerPed->m_pWanted->m_nWantedLevel > 1) { m_nPlayerMood = (playerPed->m_pWanted->m_nWantedLevel > 3) ? 2 : 1; return; @@ -6165,29 +6165,29 @@ cAudioManager::ProcessFireHydrant() const float SOUND_INTENSITY = 35; float distSquared; + bool distCalculated = 0; m_sQueueSample.m_vecPos = ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition(); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(SOUND_INTENSITY)) { - m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared); + CalculateDistance(distCalculated, distSquared); m_sQueueSample.m_nVolume = ComputeVolume(40, 35.0f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume != 0) { - m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 4; m_sQueueSample.m_nFrequency = 15591; - m_sQueueSample.m_nLoopCount = 0; + m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nEmittingVolume = 40; + m_sQueueSample.m_nBankIndex = SFX_BANK_0; + m_sQueueSample.m_bIs2D = false; + m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; m_sQueueSample.m_bReleasingSoundFlag = false; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_bReverbFlag = true; m_sQueueSample.m_bRequireReflection = false; + m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_fSpeedMultiplier = 2.0f; AddSampleToRequestedQueue(); } } |