Optimizations

This solves an FPS problem when 10 or more entities take damage
This commit is contained in:
GabsPuNs
2026-05-28 22:22:22 -04:00
parent 338604d7c5
commit 8dececbf90
11 changed files with 230 additions and 480 deletions

View File

@@ -100,11 +100,7 @@ enum eMusicStreamState
typedef struct
{
#ifndef _WINDOWS64
F32 x,y,z,volume,pitch;
#else
float x,y,z,volume,pitch;
#endif
int iSound;
bool bIs3D;
bool bUseSoundsPitchVal;
@@ -114,7 +110,6 @@ typedef struct
}
AUDIO_INFO;
#ifdef _WINDOWS64
struct MiniAudioSound
{
ma_sound sound;
@@ -123,7 +118,6 @@ struct MiniAudioSound
};
extern std::vector<MiniAudioSound*> m_activeSounds;
#endif
class SoundEngine : public ConsoleSoundEngine
{
@@ -158,12 +152,9 @@ public:
private:
float getMasterMusicVolume();
// platform specific functions
#ifdef __PS3__
int initAudioHardware(int iMinSpeakers);
#else
int initAudioHardware(int iMinSpeakers) override
{ return iMinSpeakers;}
#endif
int GetRandomishTrack(int iStart,int iEnd);
@@ -208,7 +199,6 @@ private:
int m_iStream_CD_1;
bool *m_bHeardTrackA;
#ifdef __ORBIS__
int32_t m_hBGMAudio;
#endif
std::unordered_map<int, std::vector<std::string>> m_sfxPathCache;
std::unordered_map<int, std::string> m_uiPathCache;
};