Sfx audio logic

This commit is contained in:
Filip Gawin
2020-10-24 18:10:51 +02:00
committed by shfil
parent ee8366adba
commit e24513d2ad
5 changed files with 3251 additions and 371 deletions

View File

@ -1,4 +1,4 @@
#include "common.h"
#include "common.h"
#include "General.h"
#include "Timecycle.h"
@ -145,7 +145,7 @@ CBoat::ProcessControl(void)
AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE ||
AutoPilot.m_nCarMission == MISSION_ATTACKPLAYER) &&
CTimer::GetTimeInMilliseconds() > m_nPoliceShoutTimer){
DMAudio.PlayOneShot(m_audioEntityId, SOUND_115, 0.0f);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_PED_VCPA_PLAYER_FOUND, 0.0f);
m_nPoliceShoutTimer = CTimer::GetTimeInMilliseconds() + 4500 + (CGeneral::GetRandomNumber()&0xFFF);
}
}