diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index cf54ce53..043b3941 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -1367,7 +1367,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile * #ifdef EXTERNAL_3D_SOUND SampleManager.SetChannelEmittingVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, 85); SampleManager.SetChannel3DPosition(CHANNEL_PLAYER_VEHICLE_ENGINE, pos.x, pos.y, pos.z); - SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.f, 12.5f); + SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f); #else SampleManager.SetChannelVolume(CHANNEL_PLAYER_VEHICLE_ENGINE, ComputeVolume(85, 50.0f, m_sQueueSample.m_fDistance)); diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index 8063cfd6..6bd51fa6 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -546,7 +546,7 @@ cAudioManager::ComputePan(float dist, CVector *vec) index = Min(63, ABS(index)); if (vec->x > 0.f) - return Max(20, 63 - PanTable[index]); + return Max(20, 63 - (int8)PanTable[index]); return Min(107, PanTable[index] + 63); } @@ -820,10 +820,10 @@ cAudioManager::ProcessActiveQueues() m_asActiveSamples[i].m_bIsProcessed = FALSE; } - for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; ++i) { + for (int32 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) { tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]]; if (sample.m_nSampleIndex != NO_SAMPLE) { - for (int32 j = 0; j < m_nActiveSamples; ++j) { + for (int32 j = 0; j < m_nActiveSamples; j++) { if (sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex && sample.m_nCounter == m_asActiveSamples[j].m_nCounter && sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) { if (sample.m_nLoopCount) { @@ -906,16 +906,16 @@ cAudioManager::ProcessActiveQueues() m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE; } } - for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; ++i) { + for (uint8 i = 0; i < m_SampleRequestQueuesStatus[m_nActiveSampleQueue]; i++) { tSound &sample = m_asSamples[m_nActiveSampleQueue][m_abSampleQueueIndexTable[m_nActiveSampleQueue][i]]; if (!sample.m_bIsProcessed && !sample.m_bLoopEnded && m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed && sample.m_nSampleIndex < NO_SAMPLE) { - if (sample.m_nCounter > 255 && sample.m_nLoopCount && sample.m_nLoopsRemaining) { - --sample.m_nLoopsRemaining; + if (sample.m_nCounter > 255 && sample.m_nLoopCount != 0 && sample.m_nLoopsRemaining != 0) { + sample.m_nLoopsRemaining--; sample.m_nReleasingVolumeDivider = 1; } else { - for (uint8 j = 0; j < m_nActiveSamples; ++j) { + for (uint8 j = 0; j < m_nActiveSamples; j++) { if (!m_asActiveSamples[j].m_bIsProcessed) { - if (sample.m_nLoopCount) { + if (sample.m_nLoopCount != 0) { samplesPerFrame = sample.m_nFrequency / m_nTimeSpent; samplesToPlay = sample.m_nLoopCount * SampleManager.GetSampleLength(sample.m_nSampleIndex); if (samplesPerFrame == 0) @@ -939,7 +939,7 @@ cAudioManager::ProcessActiveQueues() #ifdef EXTERNAL_3D_SOUND SampleManager.SetChannelEmittingVolume(j, emittingVol); #else - SampleManager.SetChannelVolume(j, m_asActiveSamples[j].m_nVolume); + SampleManager.SetChannelVolume(j, emittingVol); SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset); #endif SampleManager.SetChannelLoopPoints(j, m_asActiveSamples[j].m_nLoopStart, m_asActiveSamples[j].m_nLoopEnd); @@ -951,12 +951,12 @@ cAudioManager::ProcessActiveQueues() if (offset == 63) x = 0.f; else if (offset >= 63) - x = (offset - 63) * 1000.f / 63; + x = (offset - 63) * 1000.0f / 63; else - x = -(63 - offset) * 1000.f / 63; + x = -(63 - offset) * 1000.0f / 63; usedX = x; - usedY = 0.f; - usedZ = 0.f; + usedY = 0.0f; + usedZ = 0.0f; m_asActiveSamples[j].m_fSoundIntensity = 100000.0f; } else { usedX = position.x; @@ -991,7 +991,7 @@ cAudioManager::ClearRequestedQueue() void cAudioManager::ClearActiveSamples() { - for (int32 i = 0; i < m_nActiveSamples; i++) { + for (uint8 i = 0; i < m_nActiveSamples; i++) { m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE; m_asActiveSamples[i].m_nCounter = 0; m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;