diff options
Diffstat (limited to '')
-rw-r--r-- | src/audio/AudioManager.h | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index a76ef67b..529b23aa 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -58,7 +58,7 @@ public: 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 #if GTA_VERSION < GTA3_PC_10 - int32 unk; // Only on PS2, used by static non-looped sounds (AFAIK) + int32 unk; // (inherited from GTA 2) Only on PS2, used by static non-looped sounds (AFAIK) // Looks like it's keeping a number of frames left to play with the purpose of setting m_bIsPlayingFinished=TRUE once value reaches 0 // Default value is -3 for whatever reason #endif @@ -219,16 +219,16 @@ public: #endif float m_fSpeedOfSound; bool8 m_bTimerJustReset; - int32 m_nTimer; + uint32 m_nTimer; tSound m_sQueueSample; - uint8 m_nActiveSampleQueue; - tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC]; - uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_CHANNELS_GENERIC]; - uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS]; + uint8 m_nActiveQueue; + tSound m_aRequestedQueue[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC]; + uint8 m_aRequestedOrderList[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC]; + uint8 m_nRequestedCount[NUM_SOUND_QUEUES]; tSound m_asActiveSamples[NUM_CHANNELS_GENERIC]; tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES]; - int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES]; - int32 m_nAudioEntitiesTotal; + uint32 m_aAudioEntityOrderList[NUM_AUDIOENTITIES]; + uint32 m_nAudioEntitiesCount; #ifdef AUDIO_REFLECTIONS CVector m_avecReflectionsPos[MAX_REFLECTIONS]; float m_afReflectionsDistances[MAX_REFLECTIONS]; @@ -253,13 +253,13 @@ public: uint8 m_nMissionAudioLoadingStatus; uint8 m_nMissionAudioPlayStatus; bool8 m_bIsMissionAudioPlaying; - int32 m_nMissionAudioFramesToPlay; + int32 m_nMissionAudioFramesToPlay; // possibly unsigned bool8 m_bIsMissionAudioAllowedToPlay; int32 m_anRandomTable[5]; uint8 m_nTimeSpent; - bool8 m_nUserPause; - bool8 m_nPreviousUserPause; + bool8 m_bIsPaused; + bool8 m_bWasPaused; uint32 m_FrameCounter; cAudioManager(); |