From 07680269380ab21d3553abd635ec94772413fad8 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Fri, 25 Dec 2020 08:33:43 +0200 Subject: [PATCH] Fix chainsaw sounds lol --- src/audio/AudioLogic.cpp | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 69c17c28..a45ed32b 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -2232,7 +2232,6 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params) if (veh->m_modelIndex == MI_MRWHOOP) return true; - veh->m_nAlarmState; if (veh->IsAlarmOn()) return true; @@ -4455,8 +4454,6 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_bRequireReflection = true; break; } - // TODO: breaks the game right now, probably needs AudioManager.cpp to be done first - /* case SOUND_WEAPON_CHAINSAW_ATTACK: if (FindVehicleOfPlayer()) continue; @@ -4491,7 +4488,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); - m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nEmittingVolume = 100; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = false; @@ -4513,13 +4510,12 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); - m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopStartOffset(SFX_CAR_AFTER_ACCEL_13); + m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(SFX_CAR_AFTER_ACCEL_13); m_sQueueSample.m_nEmittingVolume = 100; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_bReleasingSoundFlag = false; m_sQueueSample.m_nReleasingVolumeDivider = 5; break; - */ case SOUND_WEAPON_SHOT_FIRED: weapon = ped->GetWeapon(); if (!weapon)