diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 38bc4256..2ec0d73f 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -3791,6 +3791,12 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) maxDist = PED_COMMENT_MAX_DIST; } else { switch (sound) { +#ifdef GTA_PS2 + case SOUND_PAGER: + maxDist = PED_COMMENT_MAX_DIST; + pedComment.m_nSampleIndex = SFX_PAGER; + break; +#endif case SOUND_PED_HELI_PLAYER_FOUND: maxDist = PED_COMMENT_POLICE_HELI_MAX_DIST; pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 29 + SFX_POLICE_HELI_1; @@ -3845,6 +3851,12 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound) m_sPedComments.Add(&pedComment); } } +#ifdef GTA_PS2 + else { + m_sQueueSample.m_nVolume = MAX_VOLUME; + pedComment.m_nProcess = 40; + } +#endif } } @@ -8132,9 +8144,17 @@ cAudioManager::ProcessFrontEnd() m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP; break; case SOUND_PAGER: - // TODO: ps2 code +#ifdef GTA_PS2 + { + cPedParams pedParams; + pedParams.m_bDistanceCalculated = TRUE; + SetupPedComments(pedParams, SOUND_PAGER); + continue; + } +#else m_sQueueSample.m_nSampleIndex = SFX_PAGER; break; +#endif case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM: m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE; break;