tiny style fix

This commit is contained in:
Roman Masanin 2020-09-28 21:09:06 +03:00
parent b956be0f44
commit c317d3d9b1
1 changed files with 11 additions and 13 deletions

View File

@ -2377,13 +2377,6 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
float maxDist;
cPedParams pedParams;
static uint8 WaveIndex = 41;
static uint8 GunIndex = 53;
static uint8 iWheelIndex = 82;
static uint8 CrunchOffset = 0;
static uint8 heliIndex = 0;
for (int i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
noReflections = 0;
m_sQueueSample.m_bRequireReflection = false;
@ -2471,13 +2464,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
} break;
case SOUND_CAR_JUMP: {
const float SOUND_INTENSITY = 35.0f;
static uint8 WheelIndex = 82;
emittingVol = Max(80.f, 2 * (100.f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iWheelIndex++;
if (iWheelIndex > 85)
iWheelIndex = 82;
m_sQueueSample.m_nCounter = WheelIndex++;
if (WheelIndex > 85)
WheelIndex = 82;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
if (params->m_nIndex == RCBANDIT) {
@ -2566,6 +2560,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
case SOUND_CAR_SPLASH: {
const float SOUND_INTENSITY = 40.0f;
static uint8 WaveIndex = 41;
vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
if (vol <= 300.f)
continue;
@ -2659,6 +2654,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
case SOUND_31:{
const float SOUND_INTENSITY = 35.0f;
static uint8 HeliIndex = 0;
relVol = ((CAutomobile*)params->m_pVehicle)->m_aWheelSpeed[1] * 50.0f / 11.0f;
if (relVol < 0.2f || relVol == 1.0f)
continue;
@ -2666,8 +2662,8 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_CAR_HELI_ROT;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = heliIndex + 89;
heliIndex = heliIndex != 1 ? heliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
m_sQueueSample.m_nCounter = HeliIndex + 89;
HeliIndex = HeliIndex != 1 ? HeliIndex + 1 : 0; //maybe better use 1 and 0, to avoid extreme values
m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000;
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
@ -2677,6 +2673,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
case SOUND_WEAPON_SHOT_FIRED: {
const float SOUND_INTENSITY = 120.0f;
static uint8 GunIndex = 53;
emittingVol = m_anRandomTable[2];
maxDist = SQR(SOUND_INTENSITY);
m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
@ -2755,6 +2752,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
}
case SOUND_SPLATTER: {
const float SOUND_INTENSITY = 40.0f;
static uint8 CrunchOffset = 0;
m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = 48;
@ -3369,7 +3367,7 @@ cAudioManager::ProcessCarHeli(cVehicleParams* params)
if (automobile != nil)
automobile->GetComponentWorldPosition(CAR_BOOT, m_sQueueSample.m_vecPos);
else if (params->m_VehicleType == VEHICLE_TYPE_HELI)
m_sQueueSample.m_vecPos = { 0.0f, -10.0f, 0.0f }; //this is from android, but for real it's not used
m_sQueueSample.m_vecPos = CVector(0.0f, -10.0f, 0.0f); //this is from android, but for real it's not used
params->m_bDistanceCalculated = false;
params->m_fDistance = GetDistanceSquared(m_sQueueSample.m_vecPos);