From a401f926d33144bef9e4bafefcff3925a09431dd Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Fri, 20 Aug 2021 14:28:55 +0300 Subject: Audio refactoring: * renamed tSound fields, added descriptions for each field * getting rid of term 'intensity' in favour of 'max distance' * renamed two cAudioManager fields * fix volume not being reduced for stopping sounds that are looped --- src/audio/AudioCollision.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/audio/AudioCollision.cpp') diff --git a/src/audio/AudioCollision.cpp b/src/audio/AudioCollision.cpp index 5289cc16..147db001 100644 --- a/src/audio/AudioCollision.cpp +++ b/src/audio/AudioCollision.cpp @@ -263,13 +263,13 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col) m_sQueueSample.m_vecPos = col.m_vecPosition; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 11; + m_sQueueSample.m_nPriority = 11; m_sQueueSample.m_nLoopCount = 1; SET_EMITTING_VOLUME(emittingVol); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_MaxDistance = CollisionSoundIntensity; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -292,14 +292,14 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun m_sQueueSample.m_vecPos = col.m_vecPosition; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = CollisionSoundIntensity; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); -- cgit v1.2.3