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author | Sergeanur <s.anureev@yandex.ua> | 2021-08-24 13:11:36 +0300 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2021-08-24 13:11:36 +0300 |
commit | 38f4ea7aa3773e5fa9ff99fa131b7db223117009 (patch) | |
tree | 3c37be5546d6f21faea73fb8e55263c77ce744d8 /src/audio/AudioManager.h | |
parent | e9a61ca38cd88a9c8b15b00a1ada73dd7d85c46f (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.h | 7 |
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); |