Small fix

This commit is contained in:
Sergeanur
2021-09-21 10:55:23 +03:00
parent ccdb36d789
commit 77c8a49ead
+5 -3
View File
@@ -10160,6 +10160,7 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
}
#endif
case LOADING_STATUS_LOADED:
{
if (!m_bIsMissionAudioAllowedToPlay[slot])
break;
#ifdef GTA_PS2
@@ -10195,11 +10196,11 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
SetMissionScriptPoliceAudio(m_nMissionAudioSampleIndex[slot]);
else {
#ifdef GTA_PS2
SampleManager.InitialiseChannel(CHANNEL_MISSION_AUDIO_1 + slot, m_nMissionAudioSampleIndex[slot], SFX_BANK_PED_COMMENTS);
SampleManager.InitialiseChannel(nChannel + slot, m_nMissionAudioSampleIndex[slot], SFX_BANK_PED_COMMENTS);
if (m_bIsPaused)
SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1 + slot, 0);
SampleManager.SetChannelFrequency(nChannel + slot, 0);
else
SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1 + slot, SampleManager.GetSampleBaseFrequency(m_nMissionAudioSampleIndex[slot]));
SampleManager.SetChannelFrequency(nChannel + slot, SampleManager.GetSampleBaseFrequency(m_nMissionAudioSampleIndex[slot]));
#else
if (m_bIsPaused)
SampleManager.PauseStream(TRUE, slot + 1);
@@ -10389,6 +10390,7 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
break;
}
break;
}
default:
return;
}