mark some audio stuff and fix frameCounter

This commit is contained in:
Roman Masanin
2020-10-12 18:09:58 +03:00
parent 96f36d16ae
commit e34261d3ef
3 changed files with 35 additions and 51 deletions

View File

@ -46,16 +46,6 @@ const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
const int policeChannel = channels + 1;
const int allChannels = channels + 2;
uint32 gPornNextTime;
uint32 gSawMillNextTime;
uint32 gShopNextTime;
uint32 gAirportNextTime;
uint32 gCinemaNextTime;
uint32 gDocksNextTime;
uint32 gHomeNextTime;
uint32 gCellNextTime;
uint32 gNextCryTime;
enum PLAY_STATUS : uint8 { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED };
enum LOADING_STATUS : uint8 { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_FAILED };
@ -187,7 +177,11 @@ cAudioManager::PostInitialiseGameSpecificSetup()
field_5538 = 127;
ResetAudioLogicTimers(CTimer::GetTimeInMilliseconds());
m_bIsPlayerShutUp = false;
m_nPlayerMood = 0;
m_nPlayerMoodTimer = 0;
}
void
cAudioManager::PreTerminateGameSpecificShutdown()
{
@ -240,15 +234,6 @@ cAudioManager::PostTerminateGameSpecificShutdown()
void
cAudioManager::ResetAudioLogicTimers(uint32 timer)
{
gPornNextTime = timer;
gNextCryTime = timer;
gSawMillNextTime = timer;
gCellNextTime = timer;
gShopNextTime = timer;
gHomeNextTime = timer;
gAirportNextTime = timer;
gDocksNextTime = timer;
gCinemaNextTime = timer;
for (int32 i = 0; i < m_nAudioEntitiesTotal; i++) {
if (m_asAudioEntities[m_anAudioEntityIndices[i]].m_nType == AUDIOTYPE_PHYSICAL) {
CPed *ped = (CPed *)m_asAudioEntities[m_anAudioEntityIndices[i]].m_pEntity;