diff options
Diffstat (limited to 'src/audio/AudioLogic.cpp')
-rw-r--r-- | src/audio/AudioLogic.cpp | 1031 |
1 files changed, 517 insertions, 514 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index f1166215..c1181888 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -43,6 +43,9 @@ #include "Script.h" #include "Wanted.h" +// TODO: Get rid of *intensity* consts (and get rid of term 'intensity' in general) +// Make them defines, not floats because they were not floats on PS2 + #ifndef GTA_PS2 #define CHANNEL_PLAYER_VEHICLE_ENGINE m_nActiveSamples #endif @@ -259,7 +262,7 @@ cAudioManager::ProcessReverb() if (SampleManager.UpdateReverb() && m_bDynamicAcousticModelingStatus) { #ifndef GTA_PS2 for (uint32 i = 0; i < numChannels; i++) { - if (m_asActiveSamples[i].m_bReverbFlag) + if (m_asActiveSamples[i].m_bReverb) SampleManager.SetChannelReverbFlag(i, TRUE); } #endif @@ -911,14 +914,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); } m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -962,14 +965,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = (volumeModifier + 1.0f) * 16000 + freq; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 140.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = 140.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -987,14 +990,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) freqFrontPrev = m_sQueueSample.m_nFrequency; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 140.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = 140.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1003,14 +1006,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = (volumeModifier + 1) * 16000 + freq; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 140.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = 140.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1047,14 +1050,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nFrequency = (volumeModifier + 1) * 16000 + freq; } m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 140.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = 140.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1080,14 +1083,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nCounter = 12; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 30; + m_sQueueSample.m_MaxDistance = 30.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 30; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1115,14 +1118,14 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 12; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(propellerSpeed * 100.0f); SET_LOOP_OFFSETS(SFX_SEAPLANE_PRO4) m_sQueueSample.m_fSpeedMultiplier = 5.0f; - m_sQueueSample.m_SoundIntensity = 20.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 7; + m_sQueueSample.m_MaxDistance = 20.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 7; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1145,15 +1148,15 @@ cAudioManager::ProcessCarHeli(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = hunterBool ? SFX_HELI_APACHE_3 : SFX_CAR_HELI_REA; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = (volumeModifier + 1.0f) * 16000; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(volumeModifier * 25.0f); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 27.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = 27.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1191,14 +1194,14 @@ cAudioManager::ProcessRainOnVehicle(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_CAR_RAIN_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 9; + m_sQueueSample.m_nPriority = 9; m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000; m_sQueueSample.m_nLoopCount = 1; SET_EMITTING_VOLUME(emittingVol); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REVERB(FALSE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1243,15 +1246,15 @@ cAudioManager::ProcessReverseGear(cVehicleParams& params) } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFrequency = (6000.0f * modificator) + 7000; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVolume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = reverseGearIntensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = reverseGearIntensity; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1300,15 +1303,15 @@ cAudioManager::ProcessModelHeliVehicle(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_CAR_RC_HELI; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(70); SET_LOOP_OFFSETS(SFX_CAR_RC_HELI) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1363,15 +1366,15 @@ cAudioManager::ProcessModelVehicle(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_RC_REV; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(volume); SET_LOOP_OFFSETS(SFX_RC_REV) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1419,22 +1422,22 @@ cAudioManager::ProcessModelVehicle(cVehicleParams& params) if (vehSlowdown) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nSampleIndex = SFX_RC_IDLE; - m_sQueueSample.m_nReleasingVolumeDivider = 6; + m_sQueueSample.m_nFramesToPlay = 6; } else { m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nSampleIndex = SFX_RC_REV; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_nFramesToPlay = 4; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(volume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1495,16 +1498,16 @@ cAudioManager::ProcessVehicleFlatTyre(cVehicleParams& params) m_sQueueSample.m_nCounter = 95; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_nSampleIndex = SFX_TYRE_BURST_L; m_sQueueSample.m_nFrequency = (5500.0f * modifier) + 8000; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(SFX_TYRE_BURST_L) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1549,7 +1552,7 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params) m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; if (params.m_pVehicle->m_nSurfaceTouched == SURFACE_WATER) { m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; freq = 6050 * emittingVol / 30 + 16000; @@ -1564,9 +1567,9 @@ cAudioManager::ProcessVehicleRoadNoise(cVehicleParams& params) SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1615,7 +1618,7 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f; freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE); m_sQueueSample.m_nFrequency = freq + freq * multiplier; @@ -1623,9 +1626,9 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams& params) SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1838,16 +1841,16 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams& params) } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; if (m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_5 || m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_5) m_sQueueSample.m_nFrequency /= 2; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 8; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 8; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1901,19 +1904,19 @@ cAudioManager::AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 samp m_sQueueSample.m_nBankIndex = SFX_BANK_0; #endif // GTA_PS2 m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nFrequency = freq; if (notLooping) { m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nReleasingVolumeDivider = 8; + m_sQueueSample.m_nFramesToPlay = 8; } else { m_sQueueSample.m_nLoopCount = 1; } SET_EMITTING_VOLUME(emittingVolume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = 50.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_MaxDistance = 50.0f; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1931,15 +1934,15 @@ cAudioManager::ProcessCesna(cVehicleParams ¶ms) m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nFrequency = 12500; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nReleasingVolumeDivider = 8; + m_sQueueSample.m_nFramesToPlay = 8; SET_EMITTING_VOLUME(80); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = 200.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_MaxDistance = 200.0f; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -1951,15 +1954,15 @@ cAudioManager::ProcessCesna(cVehicleParams ¶ms) m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFrequency = 25000; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_nFramesToPlay = 4; SET_EMITTING_VOLUME(80); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = 90.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_MaxDistance = 90.0f; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2279,7 +2282,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh } else { TranslateEntity(&m_sQueueSample.m_vecPos, &pos); #ifndef EXTERNAL_3D_SOUND - m_sQueueSample.m_nOffset = ComputePan(m_sQueueSample.m_fDistance, &pos); + m_sQueueSample.m_nPan = ComputePan(m_sQueueSample.m_fDistance, &pos); #endif if (bAccelSampleStopped) { if (CurrentPretendGear != 1 || currentGear != 2) @@ -2315,7 +2318,7 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh SampleManager.SetChannel3DDistances(CHANNEL_PLAYER_VEHICLE_ENGINE, 50.0f, 50.0f * 0.25f); #else SampleManager.SetChannelVolume(nChannel, ComputeVolume(120, 50.0f, m_sQueueSample.m_fDistance)); - SampleManager.SetChannelPan(nChannel, m_sQueueSample.m_nOffset); + SampleManager.SetChannelPan(nChannel, m_sQueueSample.m_nPan); #endif freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050; if (engineSoundType == SFX_BANK_TRUCK) @@ -2458,14 +2461,14 @@ cAudioManager::ProcessVehicleSkidding(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 8; + m_sQueueSample.m_nPriority = 8; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2559,7 +2562,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = aVehicleSettings[params.m_nIndex].m_nHornSample; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nFrequency = aVehicleSettings[params.m_nIndex].m_nHornFrequency; m_sQueueSample.m_nLoopCount = 0; #ifdef FIX_BUGS @@ -2569,9 +2572,9 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams& params) #endif SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 5.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2645,14 +2648,14 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams& params) } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(volume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 7.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2686,7 +2689,7 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nFrequency = (100 * m_sQueueSample.m_nEntityIndex & 1023) + SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING); m_sQueueSample.m_nLoopCount = 0; #ifdef FIX_BUGS @@ -2696,9 +2699,9 @@ cAudioManager::ProcessVehicleReverseWarning(cVehicleParams& params) #endif SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2736,13 +2739,13 @@ cAudioManager::ProcessVehicleDoors(cVehicleParams& params) m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) + RandomDisplacement(1000); m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 10; + m_sQueueSample.m_nPriority = 10; m_sQueueSample.m_nLoopCount = 1; SET_EMITTING_VOLUME(emittingVol); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 1.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(TRUE); AddSampleToRequestedQueue(); @@ -2781,13 +2784,13 @@ cAudioManager::ProcessAirBrakes(cVehicleParams& params) m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 10; + m_sQueueSample.m_nPriority = 10; m_sQueueSample.m_nLoopCount = 1; SET_EMITTING_VOLUME(volume); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2822,12 +2825,12 @@ cAudioManager::ProcessEngineDamage(cVehicleParams& params) if (health < 250.0f) { emittingVolume = 60; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); } else { emittingVolume = 30; m_sQueueSample.m_nSampleIndex = SFX_PALM_TREE_LO; - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_nFrequency = 27000; } CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); @@ -2842,9 +2845,9 @@ cAudioManager::ProcessEngineDamage(cVehicleParams& params) SET_EMITTING_VOLUME(emittingVolume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2884,15 +2887,15 @@ cAudioManager::ProcessCarBombTick(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN); m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(EMITTING_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -2957,9 +2960,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) else m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(TRUE); break; } @@ -2997,9 +3000,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) else m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(TRUE); break; } @@ -3011,9 +3014,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nCounter = 68; emittingVol = m_anRandomTable[1] % 30 + 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; } break; case SOUND_CAR_JUMP: case SOUND_CAR_JUMP_2: { @@ -3039,9 +3042,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); if (params.m_VehicleType == VEHICLE_TYPE_BIKE) m_sQueueSample.m_nFrequency *= 2; - m_sQueueSample.m_nReleasingVolumeModificator = 6; + m_sQueueSample.m_nPriority = 6; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; break; } case SOUND_CAR_TYRE_POP: { @@ -3054,9 +3057,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) WheelIndex = 91; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TYRE_BURST); m_sQueueSample.m_nFrequency += RandomDisplacement(2000); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[4] % 10 + 117; break; @@ -3072,9 +3075,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 33; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER); - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(TRUE); break; } @@ -3085,9 +3088,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nCounter = 37; m_sQueueSample.m_nFrequency = 9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[4] % 10 + 30; break; @@ -3103,9 +3106,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 51; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[0] % 15 + 55; break; @@ -3116,10 +3119,10 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 86; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP); - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_nReleasingVolumeDivider = 7; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_nFramesToPlay = 7; noReflections = TRUE; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[0] % 15 + 55; @@ -3132,9 +3135,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nCounter = 87; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[1] % 15 + 55; break; @@ -3154,9 +3157,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) if (WaveIndex > 46) WaveIndex = 41; m_sQueueSample.m_nFrequency = (7000.0f * relVol) + 6000; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; emittingVol = (35.0f * relVol); maxDist = SQR(SOUND_INTENSITY); break; @@ -3167,7 +3170,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 47; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) + RandomDisplacement(600); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY; emittingVol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; @@ -3182,9 +3185,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 59; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025; - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 5.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[1] % 20 + 70; break; @@ -3199,10 +3202,10 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 79; m_sQueueSample.m_nFrequency = (3000.0f * vol * 625.0f / 24.0f) + 9000; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; emittingVol = (37.0f * vol * 625.0f / 24.0f) + 90; maxDist = SQR(SOUND_INTENSITY); noReflections = TRUE; @@ -3214,9 +3217,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); SET_SOUND_REFLECTION(TRUE); emittingVol = 60; @@ -3228,9 +3231,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 81; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[4] % 25 + 75; break; @@ -3250,9 +3253,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) HeliIndex = 89; m_sQueueSample.m_nFrequency = (8000.0f * relVol) + 16000; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; break; } case SOUND_WEAPON_SHOT_FIRED: { @@ -3297,9 +3300,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) GunIndex = 53; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M60_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -3351,9 +3354,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); #endif - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(TRUE); break; } @@ -3367,9 +3370,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nCounter = 34; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[3] % 20 + 90; break; @@ -3383,9 +3386,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 36; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB); - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(TRUE); emittingVol = 50; maxDist = SQR(SOUND_INTENSITY); @@ -3423,9 +3426,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 15; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); SET_SOUND_REFLECTION(TRUE); emittingVol = m_anRandomTable[4] % 20 + 90; @@ -3438,9 +3441,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 48; m_sQueueSample.m_nFrequency = RandomDisplacement(6000) + 16000; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; ++CrunchOffset; maxDist = SQR(SOUND_INTENSITY); emittingVol = m_anRandomTable[4] % 20 + 55; @@ -3460,9 +3463,9 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) m_sQueueSample.m_nCounter = 50; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; maxDist = SQR(SOUND_INTENSITY); break; } @@ -3471,22 +3474,22 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) } if (params.m_fDistance < maxDist) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { if (noReflections) { m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; } else { m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; } SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_EMITTING_VOLUME(emittingVol); SET_SOUND_REVERB(TRUE); if (stereo) { - if(m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_SoundIntensity) { + if(m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_MaxDistance) { m_sQueueSample.m_bIs2D = TRUE; - m_sQueueSample.m_nOffset = 0; + m_sQueueSample.m_nPan = 0; } else { stereo = FALSE; m_sQueueSample.m_bIs2D = FALSE; @@ -3494,7 +3497,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams& params) } else m_sQueueSample.m_bIs2D = FALSE; AddSampleToRequestedQueue(); if (stereo) { - m_sQueueSample.m_nOffset = 127; + m_sQueueSample.m_nPan = 127; m_sQueueSample.m_nSampleIndex++; m_sQueueSample.m_nCounter = GunIndex++; if (GunIndex > 58) @@ -3534,15 +3537,15 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR); m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3556,15 +3559,15 @@ cAudioManager::ProcessTrainNoise(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) + 100 * m_sQueueSample.m_nEntityIndex % 987; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 6.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3679,14 +3682,14 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_BOAT_CRUISER_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(Vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = intensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 7; + m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 7; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3703,14 +3706,14 @@ cAudioManager::ProcessBoatEngine(cVehicleParams& params) m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex * 65536) % 1000; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(80); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = intensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 7; + m_sQueueSample.m_MaxDistance = intensity; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 7; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3749,15 +3752,15 @@ cAudioManager::ProcessBoatMovingOverWater(cVehicleParams& params) m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(vol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = 50.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 6; + m_sQueueSample.m_MaxDistance = 50.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 6; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3916,15 +3919,15 @@ cAudioManager::SetupJumboTaxiSound(uint8 vol) m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = GetJumboTaxiFreq(); m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3947,15 +3950,15 @@ cAudioManager::SetupJumboWhineSound(uint8 emittingVol, uint32 freq) m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -3977,15 +3980,15 @@ cAudioManager::SetupJumboEngineSound(uint8 vol, uint32 freq) m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = freq; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 4; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 4; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -4006,15 +4009,15 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol) m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY); m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -4036,23 +4039,23 @@ cAudioManager::SetupJumboRumbleSound(uint8 emittingVol) m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = TRUE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE); m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 12; - m_sQueueSample.m_nOffset = 0; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 12; + m_sQueueSample.m_nPan = 0; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); m_sQueueSample.m_nCounter = 6; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE; m_sQueueSample.m_nFrequency += 200; - m_sQueueSample.m_nOffset = 127; + m_sQueueSample.m_nPan = 127; AddSampleToRequestedQueue(); } return TRUE; @@ -4173,14 +4176,14 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) default: break; } - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 20.0f; + m_sQueueSample.m_MaxDistance = 20.0f; m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; case SOUND_FALL_LAND: @@ -4200,14 +4203,14 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 17); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; case SOUND_FIGHT_37: @@ -4293,16 +4296,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound; narrowSoundRange = TRUE; ++iSound; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; maxDist = SQR(30); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 26 + 100; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; case SOUND_WEAPON_BAT_ATTACK: @@ -4348,16 +4351,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) } m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; maxDist = SQR(30); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[2] % 20 + 100; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; } @@ -4372,17 +4375,17 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) #endif m_sQueueSample.m_nCounter = 70; m_sQueueSample.m_nFrequency = 27000; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 50.0f; + m_sQueueSample.m_MaxDistance = 50.0f; maxDist = SQR(50); m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; SET_LOOP_OFFSETS(SFX_CAR_CHAINSAW_IDLE) SET_EMITTING_VOLUME(100); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; break; case SOUND_WEAPON_CHAINSAW_ATTACK: if (FindVehicleOfPlayer()) @@ -4395,17 +4398,17 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) #endif m_sQueueSample.m_nCounter = 68; m_sQueueSample.m_nFrequency = 27000; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; maxDist = SQR(60); m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; SET_LOOP_OFFSETS(SFX_CAR_CHAINSAW_ATTACK) SET_EMITTING_VOLUME(100); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; break; case SOUND_WEAPON_CHAINSAW_MADECONTACT: if (FindVehicleOfPlayer()) @@ -4420,17 +4423,17 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) #endif m_sQueueSample.m_nCounter = 68; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 22000; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; maxDist = SQR(60); m_sQueueSample.m_nLoopCount = 0; emittingVol = 100; SET_LOOP_OFFSETS(SFX_CAR_CHAINSAW_ATTACK) SET_EMITTING_VOLUME(100); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 5; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 5; break; case SOUND_WEAPON_SHOT_FIRED: weapon = ped->GetWeapon(); @@ -4445,16 +4448,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[0] % 20 + 80; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -4465,16 +4468,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[1] % 10 + 90; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -4485,16 +4488,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PYTHON_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = 127; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -4506,16 +4509,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[2] % 10 + 100; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -4526,16 +4529,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_SPAS12_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[2] % 10 + 100; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -4545,16 +4548,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 17000; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 15 + 70; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; case WEAPONTYPE_UZI: @@ -4565,16 +4568,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 15 + 70; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; case WEAPONTYPE_SILENCED_INGRAM: @@ -4583,16 +4586,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 34000; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 15 + 70; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; case WEAPONTYPE_MP5: @@ -4602,16 +4605,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_MP5_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 15 + 70; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; case WEAPONTYPE_M4: @@ -4620,16 +4623,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 43150; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 15 + 90; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; case WEAPONTYPE_RUGER: @@ -4639,16 +4642,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RUGER_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[3] % 15 + 90; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; case WEAPONTYPE_SNIPERRIFLE: @@ -4662,16 +4665,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) else m_sQueueSample.m_nFrequency = 20182; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[4] % 10 + 110; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); stereo = TRUE; break; @@ -4681,16 +4684,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = 9; emittingVol = 90; m_sQueueSample.m_nFrequency = (10 * m_sQueueSample.m_nEntityIndex & 2047) + SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; maxDist = SQR(60); m_sQueueSample.m_nLoopCount = 0; SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_EMITTING_VOLUME(90); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 6; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 6; stereo = TRUE; break; case WEAPONTYPE_M60: @@ -4701,16 +4704,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_M60_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = 127; SET_EMITTING_VOLUME(127); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; stereo = TRUE; break; default: @@ -4759,15 +4762,15 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency += RandomDisplacement(300); m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; maxDist = SQR(30); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS SET_EMITTING_VOLUME(75); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; case SOUND_WEAPON_AK47_BULLET_ECHO: @@ -4822,16 +4825,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) break; } m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 120.0f; + m_sQueueSample.m_MaxDistance = 120.0f; maxDist = SQR(120); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[4] % 10 + 80; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; } @@ -4841,16 +4844,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; maxDist = SQR(60); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = 70; SET_EMITTING_VOLUME(70); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; break; case SOUND_WEAPON_HIT_PED: m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED; @@ -4859,16 +4862,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8); - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; maxDist = SQR(30); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[0] % 20 + 90; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; break; case SOUND_SPLASH: if (m_FrameCounter <= iSplashFrame) @@ -4879,16 +4882,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nCounter = iSound++; narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 40.0f; + m_sQueueSample.m_MaxDistance = 40.0f; maxDist = SQR(40); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = m_anRandomTable[2] % 30 + 70; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; case SOUND_MELEE_ATTACK_START: @@ -4912,9 +4915,9 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) narrowSoundRange = TRUE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; if (weaponType == WEAPONTYPE_UNARMED || weaponType == WEAPONTYPE_BRASSKNUCKLE) emittingVol = m_anRandomTable[1] % 10 + 35; else @@ -4924,7 +4927,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) RESET_LOOP_OFFSETS SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; } @@ -4941,16 +4944,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 1000 + 17000; if (param2 == 0) m_sQueueSample.m_nFrequency = (3 * m_sQueueSample.m_nFrequency) / 4; - m_sQueueSample.m_nReleasingVolumeModificator = 6; + m_sQueueSample.m_nPriority = 6; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 20.0f; + m_sQueueSample.m_MaxDistance = 20.0f; maxDist = SQR(20); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = (m_anRandomTable[2] % 20 + 70) * param1 / 127; SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; } @@ -4959,50 +4962,50 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 68; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_MINIGUN_FIRE_LEFT); - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 150.0f; + m_sQueueSample.m_MaxDistance = 150.0f; emittingVol = 127; maxDist = SQR(150); m_sQueueSample.m_nLoopCount = 0; SET_LOOP_OFFSETS(SFX_MINIGUN_FIRE_LEFT) SET_EMITTING_VOLUME(127); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; break; case SOUND_WEAPON_MINIGUN_2: m_sQueueSample.m_nSampleIndex = SFX_MINIGUN_FIRE_RIGHT; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 69; m_sQueueSample.m_nFrequency = 18569; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 150.0f; + m_sQueueSample.m_MaxDistance = 150.0f; emittingVol = 127.0f * m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; maxDist = SQR(150); m_sQueueSample.m_nLoopCount = 0; SET_LOOP_OFFSETS(SFX_MINIGUN_FIRE_RIGHT) SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; break; case SOUND_WEAPON_MINIGUN_3: m_sQueueSample.m_nSampleIndex = SFX_MINIGUN_STOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 69; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_MINIGUN_STOP); - m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_nPriority = 4; m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = 150.0f; + m_sQueueSample.m_MaxDistance = 150.0f; maxDist = SQR(150); m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS emittingVol = 127; SET_EMITTING_VOLUME(127); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REFLECTION(TRUE); break; case SOUND_SHIRT_WIND_FLAP: @@ -5036,16 +5039,16 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nCounter = 71; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_SoundIntensity = 15.0f; + m_sQueueSample.m_MaxDistance = 15.0f; maxDist = SQR(15); m_sQueueSample.m_nLoopCount = 0; SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_EMITTING_VOLUME(emittingVol); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; } } continue; @@ -5058,12 +5061,12 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) iSound = 21; if (params.m_fDistance < maxDist) { CalculateDistance(params.m_bDistanceCalculated, params.m_fDistance); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { if (stereo) { - if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_SoundIntensity) { + if (m_sQueueSample.m_fDistance < 0.2f * m_sQueueSample.m_MaxDistance) { m_sQueueSample.m_bIs2D = TRUE; - m_sQueueSample.m_nOffset = 0; + m_sQueueSample.m_nPan = 0; } else { stereo = FALSE; } @@ -5071,7 +5074,7 @@ cAudioManager::ProcessPedOneShots(cPedParams ¶ms) SET_SOUND_REVERB(TRUE); AddSampleToRequestedQueue(); if (stereo) { - m_sQueueSample.m_nOffset = 127; + m_sQueueSample.m_nPan = 127; ++m_sQueueSample.m_nSampleIndex; if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED || weapon->m_eWeaponType != WEAPONTYPE_FLAMETHROWER) { @@ -7855,7 +7858,7 @@ cPedComments::Process() AudioManager.m_sQueueSample.m_nCounter = 0; AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex; AudioManager.m_sQueueSample.m_nBankIndex = SFX_BANK_PED_COMMENTS; - AudioManager.m_sQueueSample.m_nReleasingVolumeModificator = 3; + AudioManager.m_sQueueSample.m_nPriority = 3; AudioManager.m_sQueueSample.m_nVolume = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nVolume; AudioManager.m_sQueueSample.m_fDistance = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_fDistance; AudioManager.m_sQueueSample.m_nLoopCount = 1; @@ -7871,23 +7874,23 @@ cPedComments::Process() #endif // FIX_BUGS #endif // EXTERNAL_3D_SOUND AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f; - AudioManager.m_sQueueSample.m_SoundIntensity = 40.0f; - AudioManager.m_sQueueSample.m_bReleasingSoundFlag = TRUE; + AudioManager.m_sQueueSample.m_MaxDistance = 40.0f; + AudioManager.m_sQueueSample.m_bStatic = TRUE; AudioManager.m_sQueueSample.m_vecPos = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos; #ifdef AUDIO_REVERB - AudioManager.m_sQueueSample.m_bReverbFlag = TRUE; + AudioManager.m_sQueueSample.m_bReverb = TRUE; #endif // AUDIO_REVERB #ifdef AUDIO_REFLECTIONS - AudioManager.m_sQueueSample.m_bRequireReflection = TRUE; + AudioManager.m_sQueueSample.m_bReflections = TRUE; #endif // AUDIO_REFLECTIONS AudioManager.m_sQueueSample.m_bIs2D = FALSE; #ifdef FIX_BUGS if((sampleIndex >= SFX_POLICE_BOAT_1 && sampleIndex <= SFX_POLICE_BOAT_23) || (sampleIndex >= SFX_POLICE_HELI_1 && sampleIndex <= SFX_POLICE_HELI_20)) - AudioManager.m_sQueueSample.m_SoundIntensity = 400.0f; + AudioManager.m_sQueueSample.m_MaxDistance = 400.0f; else if (sampleIndex >= SFX_PLAYER_ANGRY_BUSTED_1 && sampleIndex <= SFX_PLAYER_ON_FIRE_16) { // check if player sfx AudioManager.m_sQueueSample.m_bIs2D = TRUE; - AudioManager.m_sQueueSample.m_nOffset = 63; + AudioManager.m_sQueueSample.m_nPan = 63; } #endif // FIX_BUGS AudioManager.m_sQueueSample.m_nFrequency = @@ -7952,37 +7955,37 @@ cAudioManager::ProcessExplosions(int32 explosion) case EXPLOSION_ROCKET: case EXPLOSION_BARREL: case EXPLOSION_TANK_GRENADE: - m_sQueueSample.m_SoundIntensity = 200.0f; + m_sQueueSample.m_MaxDistance = 200.0f; m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; SET_SOUND_REFLECTION(TRUE); break; case EXPLOSION_MOLOTOV: - m_sQueueSample.m_SoundIntensity = 150.0f; + m_sQueueSample.m_MaxDistance = 150.0f; m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; SET_SOUND_REFLECTION(FALSE); break; case EXPLOSION_MINE: case EXPLOSION_HELI_BOMB: - m_sQueueSample.m_SoundIntensity = 200.0f; + m_sQueueSample.m_MaxDistance = 200.0f; m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_0; SET_SOUND_REFLECTION(TRUE); break; default: - m_sQueueSample.m_SoundIntensity = 200.0f; + m_sQueueSample.m_MaxDistance = 200.0f; m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1; m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19500; if (type == EXPLOSION_HELI) m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10; //same *= 8 / 10; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_nBankIndex = SFX_BANK_GENERIC_EXTRA; #ifdef FIX_BUGS SET_SOUND_REFLECTION(TRUE); @@ -7991,15 +7994,15 @@ cAudioManager::ProcessExplosions(int32 explosion) } m_sQueueSample.m_vecPos = *CExplosion::GetExplosionPosition(i); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_SoundIntensity)) { + if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(MAX_VOLUME, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = i; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_EMITTING_VOLUME(MAX_VOLUME); RESET_LOOP_OFFSETS SET_SOUND_REVERB(TRUE); @@ -8023,49 +8026,49 @@ cAudioManager::ProcessFires(int32) if (entity) { switch (entity->GetType()) { case ENTITY_TYPE_BUILDING: - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; emittingVol = 100; m_sQueueSample.m_nFrequency = 8 * SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE) / 10; m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); - m_sQueueSample.m_nReleasingVolumeModificator = 6; + m_sQueueSample.m_nPriority = 6; break; case ENTITY_TYPE_PED: - m_sQueueSample.m_SoundIntensity = 25.0f; + m_sQueueSample.m_MaxDistance = 25.0f; m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE); emittingVol = 60; m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); - m_sQueueSample.m_nReleasingVolumeModificator = 10; + m_sQueueSample.m_nPriority = 10; break; default: - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); emittingVol = 80; - m_sQueueSample.m_nReleasingVolumeModificator = 8; + m_sQueueSample.m_nPriority = 8; } } else { - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE); emittingVol = 80; - m_sQueueSample.m_nReleasingVolumeModificator = 8; + m_sQueueSample.m_nPriority = 8; } m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos; distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_SoundIntensity)) { + if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_nReleasingVolumeDivider = 10; + m_sQueueSample.m_nFramesToPlay = 10; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_SOUND_REVERB(TRUE); @@ -8076,19 +8079,19 @@ cAudioManager::ProcessFires(int32) if (gFireManager.m_aFires[i].m_bExtinguishedWithWater) { gFireManager.m_aFires[i].m_bExtinguishedWithWater = FALSE; emittingVol = 100.0f * gFireManager.m_aFires[i].m_fWaterExtinguishCountdown; - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; m_sQueueSample.m_nFrequency = 19591; m_sQueueSample.m_nFrequency += i * (m_sQueueSample.m_nFrequency / 64); - m_sQueueSample.m_nReleasingVolumeModificator = 9; + m_sQueueSample.m_nPriority = 9; m_sQueueSample.m_nCounter = i + 40; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_nReleasingVolumeDivider = 10; + m_sQueueSample.m_nFramesToPlay = 10; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_SOUND_REVERB(TRUE); @@ -8113,17 +8116,17 @@ cAudioManager::ProcessWaterCannon(int32) m_sQueueSample.m_fDistance = Sqrt(distSquared); m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 15591; - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_nCounter = i; m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_nReleasingVolumeDivider = 8; + m_sQueueSample.m_nFramesToPlay = 8; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; SET_EMITTING_VOLUME(50); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) SET_SOUND_REVERB(TRUE); @@ -8165,24 +8168,24 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) switch (sound) { case SCRIPT_SOUND_POLICE_CELL_DOOR_CLUNK: - m_sQueueSample.m_SoundIntensity = 40.0f; + m_sQueueSample.m_MaxDistance = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_COL_GATE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 10600; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; emittingVolume = 60; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); break; case SCRIPT_SOUND_GARAGE_DOOR_CLUNK: - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_PANEL_2; // huh? m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 22000; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_nPriority = 4; emittingVolume = 60; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; @@ -8192,23 +8195,23 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_BULLET_HIT_GROUND_1: case SCRIPT_SOUND_BULLET_HIT_GROUND_2: case SCRIPT_SOUND_BULLET_HIT_GROUND_3: - m_sQueueSample.m_SoundIntensity = 50.0f; + m_sQueueSample.m_MaxDistance = 50.0f; m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32); - m_sQueueSample.m_nReleasingVolumeModificator = 9; + m_sQueueSample.m_nPriority = 9; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; emittingVolume = m_anRandomTable[2] % 20 + 90; break; case SCRIPT_SOUND_WILLIE_CARD_SWIPE: emittingVolume = 70; - m_sQueueSample.m_SoundIntensity = 40.0f; + m_sQueueSample.m_MaxDistance = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 20159; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 1.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(FALSE); @@ -8228,121 +8231,121 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) return; } case SCRIPT_SOUND_SEAPLANE_LOW_FUEL: - m_sQueueSample.m_SoundIntensity = 1000.0f; + m_sQueueSample.m_MaxDistance = 1000.0f; m_sQueueSample.m_nSampleIndex = SFX_SEAPLANE_LOW; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 100; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_HORN_JEEP); // BUG? - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = TRUE; SET_SOUND_REFLECTION(FALSE); break; case SCRIPT_SOUND_PAYPHONE_RINGING: - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 80; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING); - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(FALSE); break; case SCRIPT_SOUND_GLASS_BREAK_L: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 70; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_GLASS_BREAK_S: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 60; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_GLASS_CRACK: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 70; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); break; case SCRIPT_SOUND_GLASS_LIGHT_BREAK: - m_sQueueSample.m_SoundIntensity = 55.0f; + m_sQueueSample.m_MaxDistance = 55.0f; m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000; - m_sQueueSample.m_nReleasingVolumeModificator = 9; + m_sQueueSample.m_nPriority = 9; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; emittingVolume = RandomDisplacement(11) + 25; break; case SCRIPT_SOUND_BOX_DESTROYED_1: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_WOODEN_BOX_SMASH; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); emittingVolume = m_anRandomTable[2] % 20 + 80; break; case SCRIPT_SOUND_BOX_DESTROYED_2: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_CARDBOARD_BOX_SMASH; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); emittingVolume = m_anRandomTable[2] % 20 + 80; break; case SCRIPT_SOUND_METAL_COLLISION: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 5 + SFX_COL_CAR_1; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); emittingVolume = m_anRandomTable[2] % 30 + 70; break; case SCRIPT_SOUND_TIRE_COLLISION: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); emittingVolume = m_anRandomTable[2] % 30 + 60; break; case SCRIPT_SOUND_HIT_BALL: - m_sQueueSample.m_SoundIntensity = 60.0f; + m_sQueueSample.m_MaxDistance = 60.0f; m_sQueueSample.m_nSampleIndex = SFX_HIT_BALL; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); - m_sQueueSample.m_nReleasingVolumeModificator = 5; + m_sQueueSample.m_nPriority = 5; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; SET_SOUND_REFLECTION(TRUE); @@ -8363,22 +8366,22 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SURFACE_SAND_BEACH: m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2; m_sQueueSample.m_nFrequency = RandomDisplacement(600) + 10600; - m_sQueueSample.m_nReleasingVolumeModificator = 18; + m_sQueueSample.m_nPriority = 18; break; case SURFACE_WATER: return; default: m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000; - m_sQueueSample.m_nReleasingVolumeModificator = 15; + m_sQueueSample.m_nPriority = 15; break; } } else { m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1; m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 30000; - m_sQueueSample.m_nReleasingVolumeModificator = 15; + m_sQueueSample.m_nPriority = 15; } - m_sQueueSample.m_SoundIntensity = 20.0f; + m_sQueueSample.m_MaxDistance = 20.0f; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; @@ -8387,8 +8390,8 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) case SCRIPT_SOUND_GUNSHELL_DROP_SOFT: m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2; m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000; - m_sQueueSample.m_nReleasingVolumeModificator = 18; - m_sQueueSample.m_SoundIntensity = 20.0f; + m_sQueueSample.m_nPriority = 18; + m_sQueueSample.m_MaxDistance = 20.0f; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_fSpeedMultiplier = 0.0f; m_sQueueSample.m_bIs2D = FALSE; @@ -8399,13 +8402,13 @@ cAudioManager::ProcessOneShotScriptObject(uint8 sound) } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_SoundIntensity)) { + if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_EMITTING_VOLUME(emittingVolume); RESET_LOOP_OFFSETS SET_SOUND_REVERB(TRUE); @@ -8422,91 +8425,91 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) switch(sound) { case SCRIPT_SOUND_BANK_ALARM_LOOP: - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_BUILDINGS_BANK_ALARM; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BANK_ALARM; emittingVolume = 90; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDINGS_BANK_ALARM); - m_sQueueSample.m_nReleasingVolumeModificator = 2; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nPriority = 2; + m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_POLICE_CELL_DOOR_SLIDING_LOOP: case SCRIPT_SOUND_GARAGE_DOOR_SLIDING_LOOP: - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 90; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GARAGE_DOOR_LOOP); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_SNORING_LOOP: - m_sQueueSample.m_SoundIntensity = 6.0f; + m_sQueueSample.m_MaxDistance = 6.0f; m_sQueueSample.m_nSampleIndex = SFX_BUILDING_SNORE; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_SNORING; emittingVolume = 25; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BUILDING_SNORE); - m_sQueueSample.m_nReleasingVolumeModificator = 6; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nPriority = 6; + m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 3.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_SHOOTING_RANGE_TARGET_MOVING_LOOP: - m_sQueueSample.m_SoundIntensity = 40.0f; + m_sQueueSample.m_MaxDistance = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET; m_sQueueSample.m_nBankIndex = SFX_BANK_0; emittingVolume = 60; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_TANK_TURRET); - m_sQueueSample.m_nReleasingVolumeModificator = 4; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nPriority = 4; + m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_NEW_BUILDING_BAR_1: m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_1; - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_NEW_BUILDING_BAR_2: m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_2; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_2; - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_NEW_BUILDING_BAR_3: m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_3; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_3; - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_NEW_BUILDING_BAR_4: m_sQueueSample.m_nSampleIndex = SFX_BUILDING_BAR_4; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_BAR_4; - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8515,11 +8518,11 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_1; MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_1); - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8528,11 +8531,11 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL2; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_2; MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_2); - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8541,11 +8544,11 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) m_sQueueSample.m_nSampleIndex = SFX_BUILDING_MAL3; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_MALIBU_3; MusicManager.SetMalibuClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_MALIBU_3); - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8554,11 +8557,11 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR1; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_1; MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_1); - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8567,11 +8570,11 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR2; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_2; MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_2); - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8580,33 +8583,33 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) m_sQueueSample.m_nSampleIndex = SFX_BUILDING_STR3; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_STRIP_3; MusicManager.SetStripClubTrackPos(SCRIPT_SOUND_NEW_BUILDING_STRIP_3); - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_NEW_BUILDING_CHURCH: m_sQueueSample.m_nSampleIndex = SFX_BUILDING_CHURCH; m_sQueueSample.m_nBankIndex = SFX_BANK_BUILDING_CHURCH; - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; emittingVolume = 127; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); - m_sQueueSample.m_nReleasingVolumeModificator = 3; - m_sQueueSample.m_nReleasingVolumeDivider = 15; + m_sQueueSample.m_nPriority = 3; + m_sQueueSample.m_nFramesToPlay = 15; m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_bIs2D = FALSE; break; case SCRIPT_SOUND_NEW_WATERFALL: emittingVolume = 30; - m_sQueueSample.m_SoundIntensity = 80.0f; + m_sQueueSample.m_MaxDistance = 80.0f; m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 20812; - m_sQueueSample.m_nReleasingVolumeModificator = 4; - m_sQueueSample.m_nReleasingVolumeDivider = 9; + m_sQueueSample.m_nPriority = 4; + m_sQueueSample.m_nFramesToPlay = 9; m_sQueueSample.m_fSpeedMultiplier = 2.0f; m_sQueueSample.m_bIs2D = FALSE; break; @@ -8614,14 +8617,14 @@ cAudioManager::ProcessLoopingScriptObject(uint8 sound) } distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if(distSquared < SQR(m_sQueueSample.m_SoundIntensity)) { + if(distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVolume, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = 0; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REVERB(TRUE); SET_EMITTING_VOLUME(emittingVolume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) @@ -8663,11 +8666,11 @@ cAudioManager::ProcessWeather(int32 id) if (iSound == 4) iSound = 0; m_sQueueSample.m_nCounter = iSound++; - m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_nOffset = (m_anRandomTable[2] & 15) + 55; + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_nPan = (m_anRandomTable[2] & 15) + 55; m_sQueueSample.m_bIs2D = TRUE; m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume); RESET_LOOP_OFFSETS SET_SOUND_REVERB(FALSE); @@ -8680,12 +8683,12 @@ cAudioManager::ProcessWeather(int32 id) m_sQueueSample.m_nVolume = (uint8)(25.0f * CWeather::Rain); m_sQueueSample.m_nCounter = 4; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nReleasingVolumeModificator = 0; - m_sQueueSample.m_nOffset = 63; + m_sQueueSample.m_nPriority = 0; + m_sQueueSample.m_nPan = 63; m_sQueueSample.m_bIs2D = TRUE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 30; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 30; SET_SOUND_REVERB(FALSE); SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) @@ -8704,12 +8707,12 @@ cAudioManager::ProcessWeather(int32 id) m_sQueueSample.m_nVolume = (m_anRandomTable[1] % 10 + 45.0f) * (75.0f - CObject::fDistToNearestTree) * (4.0f / 300.0f) * wind; m_sQueueSample.m_nCounter = 5; m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nReleasingVolumeModificator = 1; - m_sQueueSample.m_nOffset = 63; + m_sQueueSample.m_nPriority = 1; + m_sQueueSample.m_nPan = 63; m_sQueueSample.m_bIs2D = TRUE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 7; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 7; SET_SOUND_REVERB(FALSE); SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) @@ -8900,29 +8903,29 @@ cAudioManager::ProcessFrontEnd() m_sQueueSample.m_nVolume = (CWeather::Wind - 1.0f) * m_sQueueSample.m_nVolume; m_sQueueSample.m_nCounter = iSound++; m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nBankIndex = SFX_BANK_FRONT_END_MENU; - m_sQueueSample.m_nReleasingVolumeModificator = 0; + m_sQueueSample.m_nPriority = 0; m_sQueueSample.m_bIs2D = TRUE; SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume); RESET_LOOP_OFFSETS if (stereo) { - m_sQueueSample.m_nOffset = 0; + m_sQueueSample.m_nPan = 0; m_sQueueSample.m_fDistance = 1.0f; } else { sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]; if (sample == SOUND_BULLETTRACE_1) { - m_sQueueSample.m_nOffset = 20; + m_sQueueSample.m_nPan = 20; m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; - m_sQueueSample.m_nReleasingVolumeModificator = 10; + m_sQueueSample.m_nPriority = 10; m_sQueueSample.m_fDistance = 100.0f; } else if (sample == SOUND_BULLETTRACE_2) { - m_sQueueSample.m_nOffset = 107; + m_sQueueSample.m_nPan = 107; m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]; - m_sQueueSample.m_nReleasingVolumeModificator = 10; + m_sQueueSample.m_nPriority = 10; m_sQueueSample.m_fDistance = 100.0f; } else { - m_sQueueSample.m_nOffset = 63; + m_sQueueSample.m_nPan = 63; m_sQueueSample.m_fDistance = 1.0f; } } @@ -8932,13 +8935,13 @@ cAudioManager::ProcessFrontEnd() if (stereo) { ++m_sQueueSample.m_nSampleIndex; m_sQueueSample.m_nCounter = iSound++; - m_sQueueSample.m_nOffset = 127 - m_sQueueSample.m_nOffset; + m_sQueueSample.m_nPan = 127 - m_sQueueSample.m_nPan; AddSampleToRequestedQueue(); } if (center) { ++m_sQueueSample.m_nSampleIndex; m_sQueueSample.m_nCounter = iSound++; - m_sQueueSample.m_nOffset = 63; + m_sQueueSample.m_nPan = 63; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); AddSampleToRequestedQueue(); } @@ -8966,15 +8969,15 @@ cAudioManager::ProcessCrane() m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 2; + m_sQueueSample.m_nPriority = 2; m_sQueueSample.m_nFrequency = 6000; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(100); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 4.0f; m_sQueueSample.m_fSoundIntensity = intensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -8984,7 +8987,7 @@ cAudioManager::ProcessCrane() m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_2; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_COL_CAR_2); m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(TRUE); AddSampleToRequestedQueue(); @@ -9006,45 +9009,45 @@ cAudioManager::ProcessProjectiles() switch (CProjectileInfo::GetProjectileInfo(i)->m_eWeaponType) { case WEAPONTYPE_TEARGAS: emittingVol = 80; - m_sQueueSample.m_SoundIntensity = 40.0f; + m_sQueueSample.m_MaxDistance = 40.0f; m_sQueueSample.m_nSampleIndex = SFX_PALM_TREE_LO; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 13879; - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; break; case WEAPONTYPE_MOLOTOV: emittingVol = 50; - m_sQueueSample.m_SoundIntensity = 30.0f; + m_sQueueSample.m_MaxDistance = 30.0f; m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = 32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25; - m_sQueueSample.m_nReleasingVolumeModificator = 7; + m_sQueueSample.m_nPriority = 7; break; case WEAPONTYPE_ROCKET: emittingVol = 127; - m_sQueueSample.m_SoundIntensity = 90.0f; + m_sQueueSample.m_MaxDistance = 90.0f; m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY); - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; break; default: return; } m_sQueueSample.m_fSpeedMultiplier = 4.0f; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_vecPos = CProjectileInfo::ms_apProjectile[i]->GetPosition(); distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos); - if (distSquared < SQR(m_sQueueSample.m_SoundIntensity)) { + if (distSquared < SQR(m_sQueueSample.m_MaxDistance)) { m_sQueueSample.m_fDistance = Sqrt(distSquared); - m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_SoundIntensity, m_sQueueSample.m_fDistance); + m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, m_sQueueSample.m_MaxDistance, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nCounter = i; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(emittingVol); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -9074,17 +9077,17 @@ cAudioManager::ProcessEscalators() m_sQueueSample.m_nSampleIndex = SFX_BOAT_V12_LOOP; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_nFrequency = i * 50 % 250 + 3973; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; m_sQueueSample.m_fSpeedMultiplier = 3.0f; - m_sQueueSample.m_nReleasingVolumeDivider = 5; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_nFramesToPlay = 5; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; m_sQueueSample.m_nCounter = i; m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(EMITTING_VOLUME); SET_LOOP_OFFSETS(SFX_BOAT_V12_LOOP) SET_SOUND_REVERB(TRUE); - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); } @@ -9116,15 +9119,15 @@ cAudioManager::ProcessExtraSounds() m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_ARCADE); m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nPriority = 4; m_sQueueSample.m_fSpeedMultiplier = 3.0f; SET_EMITTING_VOLUME(EMITTING_VOLUME); SET_LOOP_OFFSETS(SFX_ARCADE) SET_SOUND_REVERB(TRUE); - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REFLECTION(FALSE); - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nFramesToPlay = 3; AddSampleToRequestedQueue(); } } @@ -9172,7 +9175,7 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) / 2; m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16); m_sQueueSample.m_nLoopCount = 1; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nCounter = iSound++; if (iSound < 32) iSound = 32; @@ -9183,8 +9186,8 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bStatic = FALSE; } } else { m_sQueueSample.m_nSampleIndex = SFX_GARAGE_DOOR_LOOP; @@ -9192,17 +9195,17 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_nCounter = i; m_sQueueSample.m_nLoopCount = 0; - m_sQueueSample.m_nReleasingVolumeDivider = 3; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; + m_sQueueSample.m_bStatic = FALSE; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 3; + m_sQueueSample.m_nPriority = 3; SET_EMITTING_VOLUME(90); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REVERB(TRUE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -9229,13 +9232,13 @@ cAudioManager::ProcessGarages() m_sQueueSample.m_nFrequency = 18000; } m_sQueueSample.m_nBankIndex = SFX_BANK_0; - m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_nPriority = 4; SET_EMITTING_VOLUME(60); m_sQueueSample.m_fSpeedMultiplier = 0.0f; - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; SET_SOUND_REVERB(TRUE); m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_bStatic = TRUE; m_sQueueSample.m_nLoopCount = 1; RESET_LOOP_OFFSETS m_sQueueSample.m_nCounter = iSound++; @@ -9268,7 +9271,7 @@ cAudioManager::ProcessFireHydrant() m_sQueueSample.m_nVolume = ComputeVolume(40, 35.0f, m_sQueueSample.m_fDistance); if (m_sQueueSample.m_nVolume > 0) { m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI; - m_sQueueSample.m_nReleasingVolumeModificator = 4; + m_sQueueSample.m_nPriority = 4; m_sQueueSample.m_nFrequency = 15591; m_sQueueSample.m_nCounter = 0; SET_EMITTING_VOLUME(40); @@ -9276,10 +9279,10 @@ cAudioManager::ProcessFireHydrant() m_sQueueSample.m_bIs2D = FALSE; m_sQueueSample.m_nLoopCount = 0; SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) - m_sQueueSample.m_SoundIntensity = SOUND_INTENSITY; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; + m_sQueueSample.m_MaxDistance = SOUND_INTENSITY; + m_sQueueSample.m_bStatic = FALSE; SET_SOUND_REFLECTION(FALSE); - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_nFramesToPlay = 3; m_sQueueSample.m_fSpeedMultiplier = 2.0f; AddSampleToRequestedQueue(); } @@ -9329,15 +9332,15 @@ cAudioManager::ProcessBridgeWarning() m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING; m_sQueueSample.m_nBankIndex = SAMPLEBANK_EXTRAS; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING); m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(100); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = 450.0f; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 8; + m_sQueueSample.m_MaxDistance = 450.0f; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 8; SET_SOUND_REVERB(FALSE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); @@ -9355,15 +9358,15 @@ cAudioManager::ProcessBridgeMotor() m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE; // todo check sfx name m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = 5500; m_sQueueSample.m_nLoopCount = 0; SET_EMITTING_VOLUME(MAX_VOLUME); SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex) m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = bridgeIntensity; - m_sQueueSample.m_bReleasingSoundFlag = FALSE; - m_sQueueSample.m_nReleasingVolumeDivider = 3; + m_sQueueSample.m_MaxDistance = bridgeIntensity; + m_sQueueSample.m_bStatic = FALSE; + m_sQueueSample.m_nFramesToPlay = 3; SET_SOUND_REVERB(FALSE); AddSampleToRequestedQueue(); } @@ -9389,14 +9392,14 @@ cAudioManager::ProcessBridgeOneShots() m_sQueueSample.m_nCounter = 2; m_sQueueSample.m_nBankIndex = SFX_BANK_0; m_sQueueSample.m_bIs2D = FALSE; - m_sQueueSample.m_nReleasingVolumeModificator = 1; + m_sQueueSample.m_nPriority = 1; m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex); m_sQueueSample.m_nLoopCount = 1; SET_EMITTING_VOLUME(MAX_VOLUME); RESET_LOOP_OFFSETS m_sQueueSample.m_fSpeedMultiplier = 2.0f; - m_sQueueSample.m_SoundIntensity = bridgeIntensity; - m_sQueueSample.m_bReleasingSoundFlag = TRUE; + m_sQueueSample.m_MaxDistance = bridgeIntensity; + m_sQueueSample.m_bStatic = TRUE; SET_SOUND_REVERB(FALSE); SET_SOUND_REFLECTION(FALSE); AddSampleToRequestedQueue(); 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