diff options
author | Sergeanur <s.anureev@yandex.ua> | 2021-09-01 17:59:20 +0300 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-09-01 17:59:20 +0300 |
commit | 232a45c9acc47be5845186bfccdc7c557898d100 (patch) | |
tree | c3cab7b2157eb22c81039a243813add409a316be /src/audio/AudioLogic.cpp | |
parent | 29383a6a11b33ec14ecb07d6e17c26f8c101fffd (diff) |
Audio: separate buffers for mission audio
Diffstat (limited to 'src/audio/AudioLogic.cpp')
-rw-r--r-- | src/audio/AudioLogic.cpp | 10 |
1 files changed, 2 insertions, 8 deletions
diff --git a/src/audio/AudioLogic.cpp b/src/audio/AudioLogic.cpp index a2a1ee14..a6768b0e 100644 --- a/src/audio/AudioLogic.cpp +++ b/src/audio/AudioLogic.cpp @@ -8307,7 +8307,6 @@ cPedComments::Process() goto PedCommentAlreadyAdded; } } -#if defined(GTA_PS2) || defined(FIX_BUGS) bool8 IsLoadedResult; sampleIndex = m_aPedCommentQueue[m_nActiveQueue][m_aPedCommentOrderList[m_nActiveQueue][0]].m_nSampleIndex; if (sampleIndex >= PLAYER_COMMENTS_START && sampleIndex <= PLAYER_COMMENTS_END) { @@ -8318,18 +8317,13 @@ cPedComments::Process() bIsPlayerComment = FALSE; } switch(IsLoadedResult) { // yes, this was a switch -#else - switch(SampleManager.IsPedCommentLoaded(sampleIndex)) { // yes, this was a switch -#endif case FALSE: #if defined(GTA_PC) && !defined(FIX_BUGS) if(!m_bDelay) #endif -#if defined(GTA_PS2) || defined(FIX_BUGS) if (bIsPlayerComment) SampleManager.LoadMissionAudio(MISSION_AUDIO_PLAYER_COMMENT, sampleIndex); else -#endif SampleManager.LoadPedComment(sampleIndex); break; case TRUE: @@ -11863,8 +11857,8 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot) if (m_nMissionAudioSampleIndex[slot] != NO_SAMPLE) { switch (m_nMissionAudioLoadingStatus[slot]) { case LOADING_STATUS_NOT_LOADED: - // TODO: LoadMissionAudio - SampleManager.LoadPedComment(m_nMissionAudioSampleIndex[slot]); + if (!SampleManager.IsMissionAudioLoaded(slot, m_nMissionAudioSampleIndex[slot])) + SampleManager.LoadMissionAudio(slot, m_nMissionAudioSampleIndex[slot]); SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_nMissionAudioSampleIndex[slot])); m_nMissionAudioLoadingStatus[slot] = LOADING_STATUS_LOADED; nFramesUntilFailedLoad[slot] = 0; |