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authorSergeanur <s.anureev@yandex.ua>2021-08-24 13:11:36 +0300
committerSergeanur <s.anureev@yandex.ua>2021-08-24 13:11:36 +0300
commit38f4ea7aa3773e5fa9ff99fa131b7db223117009 (patch)
tree3c37be5546d6f21faea73fb8e55263c77ce744d8 /src/audio/AudioManager.h
parente9a61ca38cd88a9c8b15b00a1ada73dd7d85c46f (diff)
Audio enhancements:
* redo high fps fix * make releasing vehicle sounds attach to entities * fix bug with reusing audio entity that is still being used * use time scale to modify sound speed
Diffstat (limited to 'src/audio/AudioManager.h')
-rw-r--r--src/audio/AudioManager.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 39fa9288..a76ef67b 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -47,8 +47,12 @@ public:
// 0 = L 100% R 0%
// 63 = L 100% R 100%
// 127 = L 0% R 100%
+#ifndef FIX_BUGS
uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
+#else
+ float m_nFramesToPlay; // Made into float for high fps fix
+#endif
// all fields below are internal to AudioManager calculations and aren't set by queued sample
bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
@@ -60,6 +64,9 @@ public:
#endif
uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
+#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
+ int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
+#endif
};
VALIDATE_SIZE(tSound, 92);