diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index 3520ca72..3712f49b 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -940,7 +940,11 @@ cAudioManager::ProcessModelVehicle(cVehicleParams *params) if (FindPlayerVehicle() == params->m_pVehicle) isPlayerVeh = true; else - isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle != nil; //mb bug? +#ifdef FIX_BUGS + isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle == params->m_pVehicle; +#else + isPlayerVeh = CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle != nil; +#endif if (params->m_pVehicle->m_modelIndex == MI_RCBANDIT) { if (((CAutomobile*)params->m_pVehicle)->m_nDriveWheelsOnGround != 0) { volume = Min(127, 127.0f * Abs(params->m_fVelocityChange) * 3.0f); @@ -1052,7 +1056,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams* params) int32 emittingVol; uint32 freq; - float modificator; + float multiplier; int sampleFreq; float velocity; uint8 wheelsOnGround; @@ -1091,9 +1095,9 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams* params) freq = 6050 * emittingVol / 30 + 16000; } else { m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; - modificator = (m_sQueueSample.m_fDistance / 95.0f) * 0.5f; //mb SOUND_INTENSITY? + multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; sampleFreq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); - freq = (sampleFreq * modificator) + ((3 * sampleFreq) / 4); + freq = (sampleFreq * multiplier) + ((3 * sampleFreq) / 4); } m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; @@ -1120,7 +1124,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams* params) float relativeVelocity; int32 emittingVol; - float modificator; + float multiplier; int freq; float velocity; uint8 wheelsOnGround; @@ -1153,9 +1157,9 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams* params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = false; m_sQueueSample.m_nReleasingVolumeModificator = 3; - modificator = (m_sQueueSample.m_fDistance / 30.0f) * 0.5f; //need recheck in III, mb sount_intensity? + multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); - m_sQueueSample.m_nFrequency = freq + freq * modificator; + m_sQueueSample.m_nFrequency = freq + freq * multiplier; m_sQueueSample.m_nLoopCount = 0; m_sQueueSample.m_nEmittingVolume = emittingVol; m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); @@ -2125,7 +2129,11 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams* params) m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nFrequency = aVehicleSettings[params->m_nIndex].m_nHornFrequency; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nEmittingVolume = 80; //mb bug? +#ifdef FIX_BUGS + m_sQueueSample.m_nEmittingVolume = volume; +#else + m_sQueueSample.m_nEmittingVolume = 80; +#endif m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 5.0f; @@ -2143,7 +2151,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams* params) bool cAudioManager::UsesSiren(cVehicleParams *params) const { - params->m_pVehicle->UsesSiren(); + return params->m_pVehicle->UsesSiren(); } bool @@ -2250,7 +2258,11 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params) m_sQueueSample.m_nReleasingVolumeModificator = 2; m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING); m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nEmittingVolume = 60; //mb bug? +#ifdef FIX_BUGS + m_sQueueSample.m_nEmittingVolume = volume; +#else + m_sQueueSample.m_nEmittingVolume = 60; +#endif m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_fSpeedMultiplier = 3.0f; @@ -5882,7 +5894,7 @@ cAudioManager::ProcessProjectiles() } m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); //?? + m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); if (distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) { m_sQueueSample.m_fDistance = distSquared <= 0.0f ? 0.0f : Sqrt(distSquared);