cAudioManager::ProcessPedOneShots + fixes

This commit is contained in:
Sergeanur
2020-11-23 00:00:53 +02:00
parent a259b6b8ab
commit 43d5831394
7 changed files with 692 additions and 440 deletions

View File

@ -36,9 +36,6 @@
#include "Sprite.h"
#include "Pickups.h"
// TODO(Miami)
#define AUDIO_NOT_READY
float fReloadAnimSampleFraction[5] = { 0.5f, 0.7f, 0.75f, 0.75f, 0.7f };
float fSeaSparrowAimingAngle = 10.0f;
float fHunterAimingAngle = 30.0f;
@ -2899,26 +2896,15 @@ CWeapon::Update(int32 audioEntity, CPed *pedToAdjustSound)
default:
break;
}
if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart) {
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
#else
if (reloadAssoc->GetProgress() >= soundStart && (reloadAssoc->currentTime - reloadAssoc->timeStep) / reloadAssoc->hierarchy->totalLength < soundStart)
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
#endif
}
if (CTimer::GetTimeInMilliseconds() > m_nTimer && reloadAssoc->GetProgress() < 0.9f) {
m_nTimer = CTimer::GetTimeInMilliseconds();
}
} else {
uint32 timePassed = m_nTimer - CWeaponInfo::ms_aReloadSampleTime[m_eWeaponType];
if (CTimer::GetPreviousTimeInMilliseconds() < timePassed && CTimer::GetTimeInMilliseconds() >= timePassed)
{
#ifdef AUDIO_NOT_READY
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, 0.0f);
#else
DMAudio.PlayOneShot(audioEntity, SOUND_WEAPON_RELOAD, m_eWeaponType);
#endif
}
}
}