More audio enums

This commit is contained in:
Filip Gawin 2020-12-25 13:51:09 +01:00
parent 19cc1d7854
commit cf8799d116
1 changed files with 17 additions and 17 deletions

View File

@ -5020,7 +5020,7 @@ cAudioManager::ProcessPedOneShots(cPedParams &params)
uint8 param1 = soundParams & 0xFF;
uint32 param2 = soundParams >> 8;
m_sQueueSample.m_nSampleIndex = (m_anRandomTable[3] & 1) + SFX_SKATE_1;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nCounter = iSound;
stereo = true;
++iSound;
@ -8448,7 +8448,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_BANK_ALARM_LOOP:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_BUILDINGS_BANK_ALARM;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
emittingVolume = 90;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDINGS_BANK_ALARM);
m_sQueueSample.m_nReleasingVolumeModificator = 2;
@ -8460,7 +8460,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP:
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
emittingVolume = 90;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GARAGE_DOOR_LOOP);
m_sQueueSample.m_nReleasingVolumeModificator = 3;
@ -8471,7 +8471,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_SNORING_LOOP:
m_sQueueSample.m_fSoundIntensity = 6.0f;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_SNORE;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SNORING;
emittingVolume = 25;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDING_SNORE);
m_sQueueSample.m_nReleasingVolumeModificator = 6;
@ -8482,7 +8482,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP:
m_sQueueSample.m_fSoundIntensity = 40.0f;
m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
emittingVolume = 60;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TANK_TURRET);
m_sQueueSample.m_nReleasingVolumeModificator = 4;
@ -8492,7 +8492,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_1:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_1;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_1;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -8503,7 +8503,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_2:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_2;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_2;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -8514,7 +8514,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_3:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_3;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_3;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -8525,7 +8525,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
break;
case SCRIPT_SOUND_NEW_BUILDING_BAR_4:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_4;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_4;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -8537,7 +8537,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_1:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL1;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_1;
MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_1);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
@ -8550,7 +8550,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_2:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL2;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_2;
MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_2);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
@ -8563,7 +8563,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_NEW_BUILDING_MALIBU_3:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_MALIBU_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL3;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_3;
MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_3);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
@ -8576,7 +8576,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_NEW_BUILDING_STRIP_1:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR1;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_1;
MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_1);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
@ -8589,7 +8589,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_NEW_BUILDING_STRIP_2:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR2;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_2;
MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_2);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
@ -8602,7 +8602,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
case SCRIPT_SOUND_NEW_BUILDING_STRIP_3:
if(MusicManager.m_nPlayingTrack == STREAMED_SOUND_STRIPCLUB_AMBIENT) return;
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR3;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_3;
MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_3);
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
@ -8614,7 +8614,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
break;
case SCRIPT_SOUND_NEW_BUILDING_CHURCH:
m_sQueueSample.m_nSampleIndex = SFX_BUILDING_CHURCH;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CHURCH;
m_sQueueSample.m_fSoundIntensity = 80.0f;
emittingVolume = 127;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
@ -8627,7 +8627,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
emittingVolume = 30;
m_sQueueSample.m_fSoundIntensity = 80.0f;
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
m_sQueueSample.m_nBankIndex = 0;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_nFrequency = 20812;
m_sQueueSample.m_nReleasingVolumeModificator = 4;
m_sQueueSample.m_nReleasingVolumeDivider = 9;