aboutsummaryrefslogtreecommitdiffstats
path: root/src/audio/PolRadio.cpp
diff options
context:
space:
mode:
authorSergeanur <s.anureev@yandex.ua>2021-08-24 13:11:36 +0300
committerSergeanur <s.anureev@yandex.ua>2021-08-24 13:11:36 +0300
commit38f4ea7aa3773e5fa9ff99fa131b7db223117009 (patch)
tree3c37be5546d6f21faea73fb8e55263c77ce744d8 /src/audio/PolRadio.cpp
parente9a61ca38cd88a9c8b15b00a1ada73dd7d85c46f (diff)
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
Diffstat (limited to 'src/audio/PolRadio.cpp')
-rw-r--r--src/audio/PolRadio.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/audio/PolRadio.cpp b/src/audio/PolRadio.cpp
index 553cf287..7688566b 100644
--- a/src/audio/PolRadio.cpp
+++ b/src/audio/PolRadio.cpp
@@ -260,7 +260,11 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
default: freq = SampleManager.GetSampleBaseFrequency(sample); break;
}
PoliceChannelFreq = freq;
+#ifdef USE_TIME_SCALE_FOR_AUDIO
+ SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq * CTimer::GetTimeScale());
+#else
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
+#endif
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
#ifndef GTA_PS2