From abbfb09a64e4d9188cb9ef17733693d43e9a51ce Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Tue, 24 Aug 2021 14:58:41 +0300 Subject: 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 --- src/audio/AudioManager.h | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'src/audio/AudioManager.h') diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index 821732df..8708fecd 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -44,14 +44,21 @@ public: // 63 = L 100% R 100% // 127 = L 0% R 100% uint8 m_nFrontRearPan; // Used on PS2 for surround panning +#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 bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free 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, 96); -- cgit v1.2.3