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Fix ComputePan crash
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@@ -1214,8 +1214,10 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannel3DPosition(j, position.x, position.y, position.z);
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SampleManager.SetChannel3DDistances(j, sample.m_MaxDistance, 0.25f * sample.m_MaxDistance);
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#else
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sample.m_nPan = ComputePan(sample.m_fDistance, &position);
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SampleManager.SetChannelPan(j, sample.m_nPan);
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sample.m_nPan = ComputePan(sample.m_MaxDistance, &position);
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if (sample.m_nPan != m_asActiveSamples[j].m_nPan)
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m_asActiveSamples[j].m_nPan = Clamp2((int8)sample.m_nPan, (int8)m_asActiveSamples[j].m_nPan, 10);
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SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nPan);
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#endif
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}
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#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
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@@ -1261,7 +1263,7 @@ cAudioManager::ProcessActiveQueues()
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if (!m_asActiveSamples[k].m_bIs2D) {
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TranslateEntity(&m_asActiveSamples[k].m_vecPos, &position);
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#ifndef EXTERNAL_3D_SOUND
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m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_fDistance, &position);
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m_asActiveSamples[j].m_nPan = ComputePan(m_asActiveSamples[j].m_MaxDistance, &position);
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#endif
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}
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emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].WORKING_VOLUME_FIELD) : m_asActiveSamples[j].WORKING_VOLUME_FIELD;
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