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Audio: some PS2 code
This commit is contained in:
parent
bcdeb71070
commit
1c426fdff1
3 changed files with 71 additions and 3 deletions
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@ -6813,6 +6813,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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uint8 Vol;
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float distSquared;
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float maxDistSquared;
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bool8 bLoadBank = FALSE;
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switch (sound) {
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case SCRIPT_SOUND_PORN_CINEMA_1_S:
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@ -6871,6 +6872,7 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound)
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BankAlarm:
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m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_BANK_ALARM_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
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m_sQueueSample.m_nPriority = 2;
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@ -6887,6 +6889,7 @@ BankAlarm:
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PoliceBall:
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m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_POLICE_BALL;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
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m_sQueueSample.m_nPriority = 2;
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@ -6903,6 +6906,7 @@ PoliceBall:
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Party1:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_1;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
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m_sQueueSample.m_nPriority = 3;
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@ -6919,6 +6923,7 @@ Party1:
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Party2:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_2;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
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m_sQueueSample.m_nPriority = 3;
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@ -6935,6 +6940,7 @@ Party2:
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Party3:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_3;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
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m_sQueueSample.m_nPriority = 3;
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@ -6951,6 +6957,7 @@ Party3:
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Party4:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_4;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
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m_sQueueSample.m_nPriority = 3;
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@ -6967,6 +6974,7 @@ Party4:
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Party5:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_5;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
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m_sQueueSample.m_nPriority = 3;
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@ -6983,6 +6991,7 @@ Party5:
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Party6:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_6;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
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m_sQueueSample.m_nPriority = 3;
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@ -6999,6 +7008,7 @@ Party6:
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Party7:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_7;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
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m_sQueueSample.m_nPriority = 3;
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@ -7015,6 +7025,7 @@ Party7:
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Party8:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_8;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
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m_sQueueSample.m_nPriority = 3;
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@ -7031,6 +7042,7 @@ Party8:
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Party9:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_9;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
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m_sQueueSample.m_nPriority = 3;
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@ -7047,6 +7059,7 @@ Party9:
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Party10:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_10;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
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m_sQueueSample.m_nPriority = 3;
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@ -7063,6 +7076,7 @@ Party10:
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Party11:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_11;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
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m_sQueueSample.m_nPriority = 3;
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@ -7079,6 +7093,7 @@ Party11:
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Party12:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_12;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
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m_sQueueSample.m_nPriority = 3;
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@ -7095,6 +7110,7 @@ Party12:
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Party13:
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m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CLUB_RAGGA;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
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m_sQueueSample.m_nPriority = 3;
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@ -7111,6 +7127,7 @@ Party13:
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StripClub1:
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m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_1;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
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m_sQueueSample.m_nPriority = 3;
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@ -7127,6 +7144,7 @@ StripClub1:
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StripClub2:
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m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_CLUB_2;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
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m_sQueueSample.m_nPriority = 3;
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@ -7142,6 +7160,7 @@ StripClub2:
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m_sQueueSample.m_MaxDistance = SCRIPT_OBJECT_SHORT_MAX_DIST;
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m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_PIANO_BAR;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1);
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m_sQueueSample.m_nPriority = 3;
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@ -7158,6 +7177,7 @@ StripClub2:
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DogFoodFactory:
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m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_DOG_FOOD_FACTORY;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
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m_sQueueSample.m_nPriority = 6;
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@ -7174,6 +7194,7 @@ DogFoodFactory:
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ChinatownRestaurant:
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m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_CHINATOWN;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
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m_sQueueSample.m_nPriority = 3;
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@ -7190,6 +7211,7 @@ ChinatownRestaurant:
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CiprianiRestaurant:
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m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_ITALY;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
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m_sQueueSample.m_nPriority = 3;
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@ -7206,6 +7228,7 @@ CiprianiRestaurant:
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GenericRestaurant1:
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m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_1;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
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m_sQueueSample.m_nPriority = 3;
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@ -7222,6 +7245,7 @@ GenericRestaurant1:
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GenericRestaurant2:
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m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RESTAURANT_GENERIC_2;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_RESAURANT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
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m_sQueueSample.m_nPriority = 3;
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@ -7238,6 +7262,7 @@ GenericRestaurant2:
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RaveLoop:
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m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_INDUSTRIAL;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
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m_sQueueSample.m_nPriority = 3;
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@ -7256,6 +7281,7 @@ RaveLoop:
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Rave1:
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m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_COMMERCIAL;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nPriority = 3;
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@ -7272,6 +7298,7 @@ Rave1:
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Rave3:
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m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
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m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_RAVE_SUBURBAN;
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bLoadBank = TRUE;
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Vol = SCRIPT_OBJECT_DEFAULT_VOLUME;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
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m_sQueueSample.m_nPriority = 3;
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@ -7298,6 +7325,10 @@ Rave3:
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > 0) {
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#ifdef GTA_PS2
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if (bLoadBank && !LoadBankIfNecessary(m_sQueueSample.m_nBankIndex))
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return;
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#endif
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m_sQueueSample.m_nCounter = 0;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_nLoopCount = 0;
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@ -7374,6 +7405,10 @@ cAudioManager::ProcessPornCinema(uint8 sound)
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}
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(m_sQueueSample.m_nBankIndex))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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if (sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) {
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m_sQueueSample.m_nVolume = ComputeVolume(PORN_CINEMA_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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@ -7441,6 +7476,10 @@ cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
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}
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_WORKSHOP))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(WORK_SHOP_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > 0) {
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@ -7484,6 +7523,10 @@ cAudioManager::ProcessSawMillScriptObject(uint8 sound)
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}
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_SAWMILL))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(SAWMILL_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > 0) {
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@ -7548,6 +7591,10 @@ cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
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}
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float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_LAUNDERETTE))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(LAUNDERETTE_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > 0) {
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@ -7609,6 +7656,10 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
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}
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_SHOP))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(SHOP_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > 0) {
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@ -7678,6 +7729,10 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
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}
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float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_AIRPORT))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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m_sQueueSample.m_nVolume = ComputeVolume(AIRPORT_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume > 0) {
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@ -7729,6 +7784,10 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
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}
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float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_CINEMA))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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Vol = m_anRandomTable[0] % 90 + CINEMA_VOLUME;
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m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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@ -7784,6 +7843,10 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
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}
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distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < maxDistSquared) {
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#ifdef GTA_PS2
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if (!LoadBankIfNecessary(SFX_BANK_BUILDING_DOCKS))
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return;
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#endif
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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Vol = m_anRandomTable[0] % 60 + DOCKS_VOLUME;
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m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
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@ -7838,6 +7901,10 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
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}
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dist = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (dist < maxDistSquared) {
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#ifdef GTA_PS2
|
||||
if (!LoadBankIfNecessary(SFX_BANK_BUILDING_HOME))
|
||||
return;
|
||||
#endif
|
||||
m_sQueueSample.m_fDistance = Sqrt(dist);
|
||||
Vol = m_anRandomTable[0] % 30 + HOME_VOLUME;
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(Vol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance);
|
||||
|
|
|
@ -1207,11 +1207,12 @@ cAudioManager::GenerateIntegerRandomNumberTable()
|
|||
}
|
||||
|
||||
#ifdef GTA_PS2
|
||||
void
|
||||
bool8
|
||||
cAudioManager::LoadBankIfNecessary(uint8 bank)
|
||||
{
|
||||
if(!SampleManager.IsSampleBankLoaded(bank))
|
||||
SampleManager.LoadSampleBank(bank);
|
||||
return SampleManager.LoadSampleBank(bank);
|
||||
return FALSE;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -319,7 +319,7 @@ public:
|
|||
void ClearActiveSamples();
|
||||
void GenerateIntegerRandomNumberTable(); // inlined on PS2
|
||||
#ifdef GTA_PS2
|
||||
void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
|
||||
bool8 LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
|
||||
#endif
|
||||
|
||||
#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
|
||||
|
|
Loading…
Reference in a new issue