Fix names of static variables
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80c2018b51
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fd06ab4db8
@ -3353,7 +3353,7 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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noReflection = true;
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break;
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case SOUND_WEAPON_SHOT_FIRED:
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weapon = &ped->m_weapons[ped->m_currentWeapon];
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weapon = ped->GetWeapon();
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switch (weapon->m_eWeaponType) {
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case WEAPONTYPE_COLT45:
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m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
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@ -7655,7 +7655,7 @@ cAudioManager::ProcessShopScriptObject(uint8 sound)
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void
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cAudioManager::ProcessAirportScriptObject(uint8 sound)
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{
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static uint8 counter = 0;
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static uint8 iSound = 0;
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uint32 time = CTimer::GetTimeInMilliseconds();
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if (time > gAirportNextTime) {
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@ -7677,7 +7677,7 @@ cAudioManager::ProcessAirportScriptObject(uint8 sound)
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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@ -7700,7 +7700,7 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
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{
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uint8 rand;
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static uint8 counter = 0;
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static uint8 iSound = 0;
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uint32 time = CTimer::GetTimeInMilliseconds();
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if (time > gCinemaNextTime) {
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@ -7720,11 +7720,11 @@ cAudioManager::ProcessCinemaScriptObject(uint8 sound)
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rand = m_anRandomTable[0] % 90 + 30;
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m_sQueueSample.m_nVolume = ComputeVolume(rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume) {
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m_sQueueSample.m_nSampleIndex = counter % 3 + SFX_CINEMA_BASS_1;
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m_sQueueSample.m_nSampleIndex = iSound % 3 + SFX_CINEMA_BASS_1;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 4);
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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@ -7749,7 +7749,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
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uint8 rand;
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float distSquared;
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static uint32 counter = 0;
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static uint8 iSound = 0;
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time = CTimer::GetTimeInMilliseconds();
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if (time > gDocksNextTime) {
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@ -7773,7 +7773,7 @@ cAudioManager::ProcessDocksScriptObject(uint8 sound)
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 8);
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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@ -7797,7 +7797,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
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uint8 rand;
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float dist;
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static uint8 counter = 0;
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static uint8 iSound = 0;
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time = CTimer::GetTimeInMilliseconds();
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if (time > gHomeNextTime) {
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@ -7821,7 +7821,7 @@ cAudioManager::ProcessHomeScriptObject(uint8 sound)
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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@ -7847,7 +7847,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
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float distSquared;
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cPedParams params;
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static uint8 counter = 0;
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static uint8 iSound = 0;
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if (time > gCellNextTime) {
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switch (sound) {
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@ -7874,7 +7874,7 @@ cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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@ -7901,7 +7901,7 @@ void
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cAudioManager::ProcessWeather(int32 id)
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{
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uint8 vol;
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static uint8 counter = 0;
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static uint8 iSound = 0;
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if (m_asAudioEntities[id].m_AudioEvents && m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
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if (m_asAudioEntities[id].m_afVolume[0] >= 10.f) {
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@ -7918,9 +7918,9 @@ cAudioManager::ProcessWeather(int32 id)
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m_sQueueSample.m_nVolume = vol;
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if (TheCamera.SoundDistUp < 20.f)
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m_sQueueSample.m_nVolume /= 2;
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if (counter == 4)
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counter = 0;
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m_sQueueSample.m_nCounter = counter++;
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if (iSound == 4)
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iSound = 0;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_nOffset = (m_anRandomTable[2] & 15) + 55;
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m_sQueueSample.m_bIs2D = true;
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@ -7962,7 +7962,7 @@ cAudioManager::ProcessFrontEnd()
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bool processedMission;
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int16 sample;
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static uint8 counter = 0;
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static uint8 iSound = 0;
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static uint32 cPickupNextFrame = 0;
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static uint32 cPartMisComNextFrame = 0;
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@ -8104,7 +8104,7 @@ cAudioManager::ProcessFrontEnd()
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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}
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m_sQueueSample.m_nVolume = 110;
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -8122,7 +8122,7 @@ cAudioManager::ProcessFrontEnd()
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AddSampleToRequestedQueue();
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if (stereo) {
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++m_sQueueSample.m_nSampleIndex;
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m_sQueueSample.m_nCounter = counter++;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
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AddSampleToRequestedQueue();
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}
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