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-rw-r--r--src/audio/AudioManager.cpp49
1 files changed, 22 insertions, 27 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index d0b9a5be..d2b0aa4e 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -15,7 +15,7 @@
cAudioManager AudioManager;
#define SPEED_OF_SOUND 343.f
-#define TIME_SPENT 40
+#define TIME_SPENT 30
cAudioManager::cAudioManager()
{
@@ -337,6 +337,8 @@ cAudioManager::ResetTimers(uint32 time)
ClearMissionAudio(0);
ClearMissionAudio(1);
SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
+ SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_1);
+ SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_2);
SampleManager.SetEffectsFadeVolume(0);
SampleManager.SetMusicFadeVolume(0);
MusicManager.ResetMusicAfterReload();
@@ -532,27 +534,17 @@ cAudioManager::ServiceSoundEffects()
#endif
m_bReduceReleasingPriority = (m_FrameCounter++ % 5) == 0;
if (m_bIsPaused && !m_bWasPaused) {
-#ifdef GTA_PS2
- if (m_bIsSurround) {
- for (uint32 i = 0; i < NUM_CHANNELS_DTS_GENERIC; i++)
- SampleManager.StopChannel(i);
-
- SampleManager.SetChannelFrequency(CHANNEL_DTS_POLICE_RADIO, 0);
- SampleManager.SetChannelFrequency(CHANNEL_DTS_MISSION_AUDIO_1, 0);
- SampleManager.SetChannelFrequency(CHANNEL_DTS_MISSION_AUDIO_2, 0);
- SampleManager.SetChannelFrequency(CHANNEL_DTS_PLAYER_VEHICLE_ENGINE, 0);
- } else {
- for (uint32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
- SampleManager.StopChannel(i);
-
- SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
- SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
- SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
- SampleManager.SetChannelFrequency(CHANNEL_PLAYER_VEHICLE_ENGINE, 0);
- }
-#else
- for (uint32 i = 0; i < NUM_CHANNELS; i++)
+ for (uint32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
SampleManager.StopChannel(i);
+ SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
+ SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
+ SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
+ SampleManager.StopChannel(CHANNEL_PLAYER_VEHICLE_ENGINE);
+#if defined(GTA_PS2) || defined(GTA_PSP)
+ // PSP and PS2 just stop the sound, mobile doesn't. Let's not have it on PC either
+ uint8 missionAudioChannel = m_bIsSurround ? CHANNEL_DTS_MISSION_AUDIO_1 : CHANNEL_MISSION_AUDIO_1;
+ SampleManager.StopChannel(missionAudioChannel);
+ SampleManager.StopChannel(missionAudioChannel+1);
#endif
ClearRequestedQueue();
if (m_nActiveQueue) {
@@ -573,11 +565,14 @@ cAudioManager::ServiceSoundEffects()
ProcessSpecial();
ClearRequestedQueue();
InterrogateAudioEntities();
- m_sPedComments.Process();
- ServicePoliceRadio();
- ServiceCollisions();
+ if (!m_bIsPaused) {
+ m_sPedComments.Process();
+ //ServicePoliceRadio(); // LCS: removed
+ ServiceCollisions();
+ }
AddReleasingSounds();
- ProcessMissionAudio();
+ if (!m_bIsPaused)
+ ProcessMissionAudio();
#ifdef EXTERNAL_3D_SOUND
AdjustSamplesVolume();
#endif
@@ -787,11 +782,11 @@ cAudioManager::AddReflectionsToRequestedQueue()
for (uint32 i = 0; i < ARRAY_SIZE(m_afReflectionsDistances); i++) {
if ( CTimer::GetIsSlowMotionActive() )
- m_afReflectionsDistances[i] = (m_anRandomTable[i % 4] % 3) * 100.f / 8.f;
+ m_afReflectionsDistances[i] = (m_anRandomTable[i % 4] % 3) * 50.f / 8.f;
reflectionDistance = m_afReflectionsDistances[i];
if (reflectionDistance > 0.0f && reflectionDistance < 100.f && reflectionDistance < m_sQueueSample.m_MaxDistance) {
- m_sQueueSample.m_nReflectionDelay = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 800.f / 1029.f) : (reflectionDistance * 500.f / 1029.f);
+ m_sQueueSample.m_nReflectionDelay = CTimer::GetIsSlowMotionActive() ? (reflectionDistance * 600.f / 1029.f) : (reflectionDistance * 300.f / 1029.f);
if (m_sQueueSample.m_nReflectionDelay > 3) {
m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
SET_EMITTING_VOLUME(emittingVolume);