Открыть боковую панель
Сапожник Максим Валентинович
re3
Коммиты
55e950fe
Коммит
55e950fe
создал
Авг 29, 2021
по автору
Sergeanur
Просмотр файлов
Audio: fixing bugs, fixing types, making code more accurate to original
владелец
af543350
Изменения
12
Развернуть все
Скрыть пробелы
Построчно
Рядом
src/audio/AudioCollision.cpp
Просмотр файла @
55e950fe
...
...
@@ -8,8 +8,6 @@
#include
"SurfaceTable.h"
#include
"sampman.h"
const
int
CollisionSoundIntensity
=
60
;
void
cAudioManager
::
ReportCollision
(
CEntity
*
entity1
,
CEntity
*
entity2
,
uint8
surface1
,
uint8
surface2
,
float
collisionPower
,
float
velocity
)
...
...
@@ -32,7 +30,7 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
}
CVector
pos
=
(
v1
+
v2
)
*
0.5
f
;
distSquared
=
GetDistanceSquared
(
pos
);
if
(
distSquared
<
SQR
(
C
ollisionSoundIntensity
))
{
if
(
distSquared
<
SQR
(
C
OLLISION_MAX_DIST
))
{
m_sCollisionManager
.
m_sQueue
.
m_pEntity1
=
entity1
;
m_sCollisionManager
.
m_sQueue
.
m_pEntity2
=
entity2
;
m_sCollisionManager
.
m_sQueue
.
m_bSurface1
=
surface1
;
...
...
@@ -48,8 +46,8 @@ cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface
void
cAudioCollisionManager
::
AddCollisionToRequestedQueue
()
{
int32
collisionsIndex
;
int32
i
;
u
int32
collisionsIndex
;
u
int32
i
;
if
(
m_bCollisionsInQueue
<
NUMAUDIOCOLLISIONS
)
...
...
@@ -139,7 +137,7 @@ cAudioManager::ServiceCollisions()
m_sCollisionManager
.
m_bCollisionsInQueue
=
0
;
}
static
const
int32
gOneShotCol
[]
=
{
SFX_COL_TARMAC_1
,
static
const
u
int32
gOneShotCol
[]
=
{
SFX_COL_TARMAC_1
,
SFX_COL_TARMAC_1
,
SFX_COL_GRASS_1
,
SFX_COL_GRAVEL_1
,
...
...
@@ -179,7 +177,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
uint16
s1
;
uint16
s2
;
int32
emittingVol
;
u
int32
emittingVol
;
float
ratio
;
static
uint16
counter
=
28
;
...
...
@@ -198,11 +196,11 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
s1
=
SURFACE_CAR_PANEL
;
ratio
=
Min
(
1.
f
,
2.
f
*
ratio
);
}
emittingVol
=
40
.
f
*
ratio
;
emittingVol
=
40
*
ratio
;
if
(
emittingVol
)
{
m_sQueueSample
.
m_fDistance
=
Sqrt
(
col
.
m_fDistance
);
m_sQueueSample
.
m_nVolume
=
ComputeVolume
(
emittingVol
,
C
ollisionSoundIntensity
,
m_sQueueSample
.
m_fDistance
);
ComputeVolume
(
emittingVol
,
C
OLLISION_MAX_DIST
,
m_sQueueSample
.
m_fDistance
);
if
(
m_sQueueSample
.
m_nVolume
>
0
)
{
m_sQueueSample
.
m_nSampleIndex
=
gOneShotCol
[
s1
];
switch
(
m_sQueueSample
.
m_nSampleIndex
)
{
...
...
@@ -266,7 +264,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
SET_EMITTING_VOLUME
(
emittingVol
);
RESET_LOOP_OFFSETS
m_sQueueSample
.
m_fSpeedMultiplier
=
4.0
f
;
m_sQueueSample
.
m_MaxDistance
=
C
ollisionSoundIntensity
;
m_sQueueSample
.
m_MaxDistance
=
C
OLLISION_MAX_DIST
;
m_sQueueSample
.
m_bStatic
=
TRUE
;
m_sQueueSample
.
m_bReverb
=
TRUE
;
SET_SOUND_REFLECTION
(
FALSE
);
...
...
@@ -284,7 +282,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
if
(
emittingVol
)
{
m_sQueueSample
.
m_fDistance
=
Sqrt
(
col
.
m_fDistance
);
m_sQueueSample
.
m_nVolume
=
ComputeVolume
(
emittingVol
,
C
ollisionSoundIntensity
,
m_sQueueSample
.
m_fDistance
);
ComputeVolume
(
emittingVol
,
C
OLLISION_MAX_DIST
,
m_sQueueSample
.
m_fDistance
);
if
(
m_sQueueSample
.
m_nVolume
>
0
)
{
m_sQueueSample
.
m_nCounter
=
counter
;
m_sQueueSample
.
m_vecPos
=
col
.
m_vecPosition
;
...
...
@@ -295,7 +293,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
SET_EMITTING_VOLUME
(
emittingVol
);
SET_LOOP_OFFSETS
(
m_sQueueSample
.
m_nSampleIndex
);
m_sQueueSample
.
m_fSpeedMultiplier
=
4.0
f
;
m_sQueueSample
.
m_MaxDistance
=
C
ollisionSoundIntensity
;
m_sQueueSample
.
m_MaxDistance
=
C
OLLISION_MAX_DIST
;
m_sQueueSample
.
m_bStatic
=
FALSE
;
m_sQueueSample
.
m_nFramesToPlay
=
5
;
m_sQueueSample
.
m_bReverb
=
TRUE
;
...
...
src/audio/AudioLogic.cpp
Просмотр файла @
55e950fe
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src/audio/AudioManager.cpp
Просмотр файла @
55e950fe
...
...
@@ -86,7 +86,7 @@ cAudioManager::Terminate()
for
(
uint32
i
=
0
;
i
<
NUM_AUDIOENTITIES
;
i
++
)
{
m_asAudioEntities
[
i
].
m_bIsUsed
=
FALSE
;
m_aAudioEntityOrderList
[
i
]
=
ARRAY_SIZE
(
m_aAudioEntityOrderList
)
;
m_aAudioEntityOrderList
[
i
]
=
NUM_AUDIOENTITIES
;
}
m_nAudioEntitiesCount
=
0
;
...
...
@@ -838,9 +838,9 @@ cAudioManager::AddReleasingSounds()
if
(
sample
.
m_nSampleIndex
>=
SAMPLEBANK_PED_START
&&
sample
.
m_nSampleIndex
<=
SAMPLEBANK_PED_END
)
{
// check if it's ped comment
uint8
vol
;
if
(
CWorld
::
GetIsLineOfSightClear
(
TheCamera
.
GetPosition
(),
sample
.
m_vecPos
,
true
,
false
,
false
,
false
,
false
,
false
))
vol
=
MAX
_VOLUME
;
vol
=
PED_COMMENT
_VOLUME
;
else
vol
=
31
;
vol
=
PED_COMMENT_VOLUME_BEHIND_WALL
;
#ifdef EXTERNAL_3D_SOUND
sample
.
m_nEmittingVolume
=
vol
;
#endif
...
...
@@ -856,7 +856,7 @@ cAudioManager::AddReleasingSounds()
if
(
sample
.
m_nEmittingVolumeChange
>
0
)
sample
.
m_nEmittingVolumeChange
=
volumeDiff
*
sample
.
m_nEmittingVolumeChange
;
#endif
sample
.
m_nVolume
=
Min
(
127
,
newVolume
);
sample
.
m_nVolume
=
Min
(
MAX_VOLUME
,
newVolume
);
}
}
if
(
sample
.
m_nVolume
==
0
)
...
...
@@ -1030,7 +1030,7 @@ cAudioManager::ProcessActiveQueues()
vol
=
Clamp2
((
int8
)
sample
.
m_nVolume
,
(
int8
)
m_asActiveSamples
[
j
].
m_nVolume
,
10
);
m_asActiveSamples
[
j
].
m_nVolume
=
vol
;
}
SampleManager
.
SetChannelVolume
(
j
,
m_bDoubleVolume
?
2
*
Min
(
63
,
vol
)
:
vol
);
SampleManager
.
SetChannelVolume
(
j
,
m_bDoubleVolume
?
2
*
Min
(
63
,
m_asActiveSamples
[
j
].
m_nVolume
)
:
m_asActiveSamples
[
j
].
m_nVolume
);
#endif
TranslateEntity
(
&
sample
.
m_vecPos
,
&
position
);
#ifdef EXTERNAL_3D_SOUND
...
...
src/audio/AudioManager.h
Просмотр файла @
55e950fe
...
...
@@ -335,7 +335,7 @@ public:
float
GetDistanceSquared
(
const
CVector
&
v
);
void
CalculateDistance
(
bool8
&
condition
,
float
dist
);
void
ProcessSpecial
();
void
ProcessEntity
(
int32
soun
d
);
void
ProcessEntity
(
int32
i
d
);
void
ProcessPhysical
(
int32
id
);
// vehicles
...
...
@@ -355,7 +355,7 @@ public:
bool8
ProcessVehicleSkidding
(
cVehicleParams
&
params
);
float
GetVehicleDriveWheelSkidValue
(
uint8
wheel
,
CAutomobile
*
automobile
,
cTransmission
*
transmission
,
float
velocityChange
);
float
GetVehicleNonDriveWheelSkidValue
(
uint8
wheel
,
CAutomobile
*
automobile
,
cTransmission
*
transmission
,
float
velocityChange
);
// inlined on PS2
void
ProcessVehicleHorn
(
cVehicleParams
&
params
);
bool8
ProcessVehicleHorn
(
cVehicleParams
&
params
);
bool8
UsesSiren
(
uint32
model
);
// inlined on PS2
bool8
UsesSirenSwitching
(
uint32
model
);
// inlined on PS2
bool8
ProcessVehicleSirenOrAlarm
(
cVehicleParams
&
params
);
...
...
@@ -473,9 +473,9 @@ public:
uint32
GetGenericFemaleTalkSfx
(
uint16
sound
);
// particles
void
ProcessExplosions
(
int32
explosion
);
void
ProcessFires
(
int32
entity
);
void
ProcessWaterCannon
(
int32
);
void
ProcessExplosions
(
int32
id
);
void
ProcessFires
(
int32
id
);
void
ProcessWaterCannon
(
int32
id
);
// script objects
void
ProcessScriptObject
(
int32
id
);
// inlined on PS2
...
...
@@ -576,3 +576,10 @@ static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
#endif
extern
cAudioManager
AudioManager
;
enum
{
PED_COMMENT_VOLUME
=
127
,
PED_COMMENT_VOLUME_BEHIND_WALL
=
31
,
COLLISION_MAX_DIST
=
60
,
};
src/audio/PolRadio.cpp
Просмотр файла @
55e950fe
...
...
@@ -156,13 +156,13 @@ cAudioManager::ServicePoliceRadio()
return
;
#endif
wantedLevel
=
FindPlayerPed
()
->
m_pWanted
->
GetWantedLevel
();
if
(
!
crimeReport
)
{
if
(
wantedLevel
!=
0
)
{
if
(
nLastSeen
!=
0
)
{
if
(
!
crimeReport
)
{
if
(
wantedLevel
!=
0
)
{
if
(
nLastSeen
!=
0
)
{
#ifdef FIX_BUGS
nLastSeen
-=
CTimer
::
GetLogicalFramesPassed
();
#else
--
nLastSeen
;
nLastSeen
--
;
#endif
}
else
{
nLastSeen
=
m_anRandomTable
[
1
]
%
1000
+
2000
;
...
...
@@ -179,12 +179,12 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
{
bool8
processed
=
FALSE
;
uint32
sample
;
int32
freq
;
u
int32
freq
;
static
int
cWait
=
0
;
static
bool8
bChannelOpen
=
FALSE
;
static
uint8
bMissionAudioPhysicalPlayingStatus
=
PLAY_STATUS_STOPPED
;
static
int32
PoliceChannelFreq
=
5500
;
static
u
int32
PoliceChannelFreq
=
5500
;
if
(
!
m_bIsInitialised
)
return
;
...
...
@@ -364,170 +364,170 @@ cAudioManager::SetupCrimeReport()
return
TRUE
;
}
void
cAudioManager
::
SetupSuspectLastSeenReport
()
{
CVehicle
*
veh
;
uint8
color1
;
int32
main_color
;
int32
sample
;
int32
color_pre_modifier
;
int32
color_post_modifier
;
const
int32
gCarColourTable
[][
3
]
=
{
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLACK
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_WHITE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_BRIGHT
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_BLUE
,
SFX_POLICE_RADIO_GREY
},
Const
uint32
gCarColourTable
[][
3
]
=
{
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLACK
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_WHITE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_BRIGHT
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_BLUE
,
SFX_POLICE_RADIO_GREY
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_RED
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_ORANGE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_YELLOW
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_GREEN
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_PURPLE
,
SFX_POLICE_RADIO_BLUE
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_BLUE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_PURPLE
,
SFX_POLICE_RADIO_BLUE
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
SFX_POLICE_RADIO_GREY
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
SFX_POLICE_RADIO_GREY
},
#else
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_PURPLE
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
#else
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
#ifdef FIX_BUGS
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
#else
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
{
TOTAL_AUDIO_SAMPLES
,
SFX_POLICE_RADIO_SILVER
,
TOTAL_AUDIO_SAMPLES
},
#endif
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
}
};
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_LIGHT
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
},
{
SFX_POLICE_RADIO_DARK
,
TOTAL_AUDIO_SAMPLES
,
TOTAL_AUDIO_SAMPLES
}
};
void
cAudioManager
::
SetupSuspectLastSeenReport
()
{
CVehicle
*
veh
;
uint8
color1
;
uint32
main_color
;
uint32
sample
;
uint32
color_pre_modifier
;
uint32
color_post_modifier
;
if
(
MusicManager
.
m_nMusicMode
!=
MUSICMODE_CUTSCENE
)
{
veh
=
FindPlayerVehicle
();
...
...
@@ -713,8 +713,8 @@ cAudioManager::PlaySuspectLastSeen(float x, float y, float z)
float
halfY
;
float
quarterX
;
float
quarterY
;
int32
sample
;
bool8
processed
=
false
;
u
int32
sample
;
bool8
processed
=
FALSE
;
CVector
vec
=
CVector
(
x
,
y
,
z
);
if
(
!
m_bIsInitialised
)
return
;
...
...
src/audio/sampman.h
Просмотр файла @
55e950fe
...
...
@@ -6,10 +6,10 @@
#define MAX_FREQ DIGITALRATE
struct
tSample
{
int32
nOffset
;
u
int32
nOffset
;
uint32
nSize
;
int32
nFrequency
;
int32
nLoopStart
;
u
int32
nFrequency
;
u
int32
nLoopStart
;
int32
nLoopEnd
;
};
...
...
@@ -188,8 +188,8 @@ public:
int32
_GetPedCommentSlot
(
uint32
nComment
);
int32
GetSampleBaseFrequency
(
uint32
nSample
);
int32
GetSampleLoopStartOffset
(
uint32
nSample
);
u
int32
GetSampleBaseFrequency
(
uint32
nSample
);
u
int32
GetSampleLoopStartOffset
(
uint32
nSample
);
int32
GetSampleLoopEndOffset
(
uint32
nSample
);
uint32
GetSampleLength
(
uint32
nSample
);
...
...
src/audio/sampman_miles.cpp
Просмотр файла @
55e950fe
...
...
@@ -1619,13 +1619,13 @@ cSampleManager::GetBankContainingSound(uint32 offset)
return
INVALID_SFX_BANK
;
}
int32
u
int32
cSampleManager
::
GetSampleBaseFrequency
(
uint32
nSample
)
{
return
m_aSamples
[
nSample
].
nFrequency
;
}
int32
u
int32
cSampleManager
::
GetSampleLoopStartOffset
(
uint32
nSample
)
{
return
m_aSamples
[
nSample
].
nLoopStart
;
...
...
src/audio/sampman_null.cpp
Просмотр файла @
55e950fe
...
...
@@ -179,14 +179,14 @@ cSampleManager::GetBankContainingSound(uint32 offset)
return
INVALID_SFX_BANK
;
}
int32
u
int32
cSampleManager
::
GetSampleBaseFrequency
(
uint32
nSample
)
{
ASSERT
(
nSample
<
TOTAL_AUDIO_SAMPLES
);
return
0
;
}
int32
u
int32
cSampleManager
::
GetSampleLoopStartOffset
(
uint32
nSample
)
{
ASSERT
(
nSample
<
TOTAL_AUDIO_SAMPLES
);
...
...
src/audio/sampman_oal.cpp
Просмотр файла @
55e950fe
...
...
@@ -1327,14 +1327,14 @@ cSampleManager::GetBankContainingSound(uint32 offset)
return
INVALID_SFX_BANK
;
}
int32
u
int32
cSampleManager
::
GetSampleBaseFrequency
(
uint32
nSample
)
{
ASSERT
(
nSample
<
TOTAL_AUDIO_SAMPLES
);
return
m_aSamples
[
nSample
].
nFrequency
;
}
int32
u
int32
cSampleManager
::
GetSampleLoopStartOffset
(
uint32
nSample
)
{
ASSERT
(
nSample
<
TOTAL_AUDIO_SAMPLES
);
...
...
src/audio/soundlist.h
Просмотр файла @
55e950fe
...
...
@@ -212,8 +212,8 @@ enum eScriptSounds {
SCRIPT_SOUND_WORK_SHOP_LOOP_L
,
SCRIPT_SOUND_SAWMILL_LOOP_S
,
SCRIPT_SOUND_SAWMILL_LOOP_L
,
SCRIPT_SOUND_
38
,
SCRIPT_SOUND_
39
,
SCRIPT_SOUND_
DOG_FOOD_FACTORY_S
,
SCRIPT_SOUND_
DOG_FOOD_FACTORY_L
,
SCRIPT_SOUND_LAUNDERETTE_LOOP_S
,
SCRIPT_SOUND_LAUNDERETTE_LOOP_L
,
SCRIPT_SOUND_CHINATOWN_RESTAURANT_S
,
...
...
src/peds/EmergencyPed.cpp
Просмотр файла @
55e950fe
...
...
@@ -212,7 +212,7 @@ CEmergencyPed::MedicAI(void)
if
(
!
waitUntilMedicEntersCar
)
{
CCarCtrl
::
JoinCarWithRoadSystem
(
m_pMyVehicle
);
m_pMyVehicle
->
AutoPilot
.
m_nCarMission
=
MISSION_CRUISE
;
m_pMyVehicle
->
m_bSirenOrAlarm
=
0
;
m_pMyVehicle
->
m_bSirenOrAlarm
=
false
;
m_pMyVehicle
->
AutoPilot
.
m_nCruiseSpeed
=
12
;
m_pMyVehicle
->
AutoPilot
.
m_nDrivingStyle
=
DRIVINGSTYLE_SLOW_DOWN_FOR_CARS
;
if
(
m_pMyVehicle
->
bIsAmbulanceOnDuty
)
{
...
...
src/vehicles/Vehicle.h
Просмотр файла @
55e950fe
...
...
@@ -186,7 +186,7 @@ public:
uint8
m_bRainSamplesCounter
;
uint8
m_nCarHornTimer
;
uint8
m_nCarHornPattern
;
// last horn?
uint8
m_bSirenOrAlarm
;
bool
m_bSirenOrAlarm
;
int8
m_comedyControlState
;
CStoredCollPoly
m_aCollPolys
[
2
];
// poly which is under front/rear part of car
float
m_fSteerInput
;
...
...
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