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-rw-r--r--src/audio/AudioLogic.cpp15
1 files changed, 11 insertions, 4 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp
index 47c5546b..163a34e7 100644
--- a/src/audio/AudioLogic.cpp
+++ b/src/audio/AudioLogic.cpp
@@ -2321,7 +2321,11 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh
freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
if (engineSoundType == SFX_BANK_TRUCK)
freq /= 2;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(nChannel, freq * CTimer::GetTimeScale());
+#else
SampleManager.SetChannelFrequency(nChannel, freq);
+#endif
if (!channelUsed) {
#ifdef AUDIO_REVERB
SampleManager.SetChannelReverbFlag(nChannel, m_bDynamicAcousticModelingStatus != FALSE);
@@ -7870,7 +7874,7 @@ cPedComments::Process()
AudioManager.m_sQueueSample.m_nEmittingVolume = MAX_VOLUME;
#endif // FIX_BUGS
#endif // EXTERNAL_3D_SOUND
-#ifdef ATTACH_PED_COMMENTS_TO_ENTITIES
+#ifdef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
// let's disable doppler because if sounds funny as the sound moves
// originally position of ped comment doesn't change so this has no effect anyway
AudioManager.m_sQueueSample.m_fSpeedMultiplier = 0.0f;
@@ -7891,16 +7895,19 @@ cPedComments::Process()
if((sampleIndex >= SFX_POLICE_BOAT_1 && sampleIndex <= SFX_POLICE_BOAT_23) ||
(sampleIndex >= SFX_POLICE_HELI_1 && sampleIndex <= SFX_POLICE_HELI_20))
AudioManager.m_sQueueSample.m_MaxDistance = 400.0f;
- #ifndef ATTACH_PED_COMMENTS_TO_ENTITIES
+ #ifndef ATTACH_RELEASING_SOUNDS_TO_ENTITIES
else if (sampleIndex >= SFX_PLAYER_ANGRY_BUSTED_1 && sampleIndex <= SFX_PLAYER_ON_FIRE_16) { // check if player sfx
AudioManager.m_sQueueSample.m_bIs2D = TRUE;
AudioManager.m_sQueueSample.m_nPan = 63;
}
- #endif // ATTACH_PED_COMMENTS_TO_ENTITIES
+ #endif // ATTACH_RELEASING_SOUNDS_TO_ENTITIES
#endif // FIX_BUGS
AudioManager.m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(AudioManager.m_sQueueSample.m_nSampleIndex) + AudioManager.RandomDisplacement(750);
- if(CTimer::GetIsSlowMotionActive()) AudioManager.m_sQueueSample.m_nFrequency /= 2;
+#ifndef USE_TIME_SCALE_FOR_AUDIO
+ if (CTimer::GetIsSlowMotionActive())
+ AudioManager.m_sQueueSample.m_nFrequency >>= 1;
+#endif
m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess = -1;
prevSamples[counter++] = sampleIndex;
if(counter == 10) counter = 0;