cAudioManager::ProcessBoatEngine fixes

This commit is contained in:
Sergeanur 2020-12-25 19:57:09 +02:00
parent b8bf3cb790
commit 03c3eeb937

View file

@ -2400,7 +2400,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
CBoat *boat;
float padRelativeAccerate;
float gasPedal;
int32 padAccelerate;
float padAccelerate;
uint8 emittingVol;
float oneShotVol;
@ -2436,10 +2436,10 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
}
if (FindPlayerVehicle() == params.m_pVehicle) {
padAccelerate = Max(Pads[0].GetAccelerate(), Pads[0].GetBrake());
padRelativeAccerate = padAccelerate / 255;
padRelativeAccerate = padAccelerate / 255.0f;
emittingVol = (100.f * padRelativeAccerate) + 15;
m_sQueueSample.m_nFrequency = (3000.f * padRelativeAccerate) + 6000;
if (!boat->m_bIsAnchored)
if (!boat->bPropellerInWater)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
} else {
gasPedal = Abs(boat->m_fGasPedal);
@ -2449,7 +2449,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params)
} else {
emittingVol = (100.f * gasPedal) + 15;
m_sQueueSample.m_nFrequency = (3000.f * gasPedal) + 6000;
if (!boat->m_bIsAnchored)
if (!boat->bPropellerInWater)
m_sQueueSample.m_nFrequency = 11 * m_sQueueSample.m_nFrequency / 10;
}
}