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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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AudioManager.cpp reordering
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@ -349,8 +349,6 @@ cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollisio
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float
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cAudioManager::GetCollisionOneShotRatio(int32 a, float b)
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{
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float result;
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switch(a) {
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case SURFACE_DEFAULT:
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case SURFACE_TARMAC:
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@ -218,41 +218,41 @@ cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol)
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}
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void
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cAudioManager::SetMP3BoostVolume(uint8 volume) const
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{
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SampleManager.SetMP3BoostVolume(volume);
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}
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void
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cAudioManager::SetEffectsMasterVolume(uint8 volume) const
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cAudioManager::SetEffectsMasterVolume(uint8 volume)
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{
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SampleManager.SetEffectsMasterVolume(volume);
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}
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void
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cAudioManager::SetMusicMasterVolume(uint8 volume) const
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cAudioManager::SetMusicMasterVolume(uint8 volume)
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{
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SampleManager.SetMusicMasterVolume(volume);
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}
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void
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cAudioManager::SetEffectsFadeVol(uint8 volume) const
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cAudioManager::SetMP3BoostVolume(uint8 volume)
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{
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SampleManager.SetMP3BoostVolume(volume);
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}
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void
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cAudioManager::SetEffectsFadeVol(uint8 volume)
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{
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SampleManager.SetEffectsFadeVolume(volume);
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}
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void
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cAudioManager::SetMusicFadeVol(uint8 volume)
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{
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SampleManager.SetMusicFadeVolume(volume);
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}
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void
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cAudioManager::SetMonoMode(bool8 mono)
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{
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SampleManager.SetMonoMode(mono);
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}
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void
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cAudioManager::SetMusicFadeVol(uint8 volume) const
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{
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SampleManager.SetMusicFadeVolume(volume);
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}
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void
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cAudioManager::ResetTimers(uint32 time)
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{
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@ -317,8 +317,10 @@ cAudioManager::DestroyAllGameCreatedEntities()
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}
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}
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#ifdef GTA_PC
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uint8
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cAudioManager::GetNum3DProvidersAvailable() const
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cAudioManager::GetNum3DProvidersAvailable()
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{
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if (m_bIsInitialised)
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return SampleManager.GetNum3DProvidersAvailable();
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@ -326,7 +328,7 @@ cAudioManager::GetNum3DProvidersAvailable() const
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}
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char *
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cAudioManager::Get3DProviderName(uint8 id) const
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cAudioManager::Get3DProviderName(uint8 id)
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{
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if (!m_bIsInitialised)
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return nil;
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@ -341,7 +343,7 @@ cAudioManager::Get3DProviderName(uint8 id) const
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}
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int8
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cAudioManager::GetCurrent3DProviderIndex() const
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cAudioManager::GetCurrent3DProviderIndex()
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{
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if (m_bIsInitialised)
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return SampleManager.GetCurrent3DProviderIndex();
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@ -350,7 +352,7 @@ cAudioManager::GetCurrent3DProviderIndex() const
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}
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int8
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cAudioManager::AutoDetect3DProviders() const
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cAudioManager::AutoDetect3DProviders()
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{
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if (m_bIsInitialised)
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return SampleManager.AutoDetect3DProviders();
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@ -382,13 +384,13 @@ cAudioManager::SetCurrent3DProvider(uint8 which)
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}
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void
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cAudioManager::SetSpeakerConfig(int32 conf) const
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cAudioManager::SetSpeakerConfig(int32 conf)
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{
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SampleManager.SetSpeakerConfig(conf);
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}
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bool8
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cAudioManager::IsMP3RadioChannelAvailable() const
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cAudioManager::IsMP3RadioChannelAvailable()
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{
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if (m_bIsInitialised)
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return SampleManager.IsMP3RadioChannelAvailable();
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@ -397,7 +399,7 @@ cAudioManager::IsMP3RadioChannelAvailable() const
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}
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void
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cAudioManager::ReleaseDigitalHandle() const
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cAudioManager::ReleaseDigitalHandle()
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{
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if (m_bIsInitialised) {
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SampleManager.ReleaseDigitalHandle();
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@ -405,7 +407,7 @@ cAudioManager::ReleaseDigitalHandle() const
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}
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void
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cAudioManager::ReacquireDigitalHandle() const
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cAudioManager::ReacquireDigitalHandle()
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{
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if (m_bIsInitialised) {
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SampleManager.ReacquireDigitalHandle();
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@ -419,24 +421,26 @@ cAudioManager::SetDynamicAcousticModelingStatus(bool8 status)
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}
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bool8
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cAudioManager::CheckForAnAudioFileOnCD() const
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cAudioManager::CheckForAnAudioFileOnCD()
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{
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return SampleManager.CheckForAnAudioFileOnCD();
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}
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char
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cAudioManager::GetCDAudioDriveLetter() const
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cAudioManager::GetCDAudioDriveLetter()
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{
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if(m_bIsInitialised) return SampleManager.GetCDAudioDriveLetter();
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return '\0';
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}
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bool8
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cAudioManager::IsAudioInitialised() const
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cAudioManager::IsAudioInitialised()
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{
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return m_bIsInitialised;
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}
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#endif // GTA_PC
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void
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cAudioManager::ServiceSoundEffects()
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{
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@ -487,7 +491,7 @@ cAudioManager::ServiceSoundEffects()
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}
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uint8
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cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const
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cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance)
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{
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float newSoundIntensity;
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float newEmittingVolume;
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@ -505,7 +509,7 @@ cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float d
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}
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void
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cAudioManager::TranslateEntity(Const CVector *in, CVector *out) const
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cAudioManager::TranslateEntity(Const CVector *in, CVector *out)
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{
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*out = MultiplyInverse(TheCamera.GetMatrix(), *in);
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}
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@ -523,7 +527,7 @@ cAudioManager::ComputePan(float dist, CVector *vec)
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}
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uint32
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cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const
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cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier)
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{
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uint32 newFreq = oldFreq;
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if (!TheCamera.Get_Just_Switched_Status() && speedMultiplier != 0.0f) {
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@ -540,7 +544,7 @@ cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1,
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}
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int32
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cAudioManager::RandomDisplacement(uint32 seed) const
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cAudioManager::RandomDisplacement(uint32 seed)
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{
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int32 value;
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@ -614,6 +618,7 @@ cAudioManager::AddSampleToRequestedQueue()
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AddReflectionsToRequestedQueue();
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}
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}
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void
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cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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{
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@ -631,6 +636,7 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
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}
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#ifdef GTA_PC
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void
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cAudioManager::AddReflectionsToRequestedQueue()
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{
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@ -768,6 +774,7 @@ cAudioManager::UpdateReflections()
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m_afReflectionsDistances[7] = 100.0f;
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}
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}
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#endif // GTA_PC
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void
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cAudioManager::AddReleasingSounds()
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@ -1063,6 +1070,13 @@ cAudioManager::ClearActiveSamples()
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}
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}
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void
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cAudioManager::LoadBankIfNecessary(uint8 bank)
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{
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if(!SampleManager.IsSampleBankLoaded(bank))
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SampleManager.LoadSampleBank(bank);
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}
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void
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cAudioManager::GenerateIntegerRandomNumberTable()
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{
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@ -22,8 +22,8 @@ public:
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#ifndef GTA_PS2
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int32 m_nLoopStart;
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int32 m_nLoopEnd;
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#endif
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uint8 m_nEmittingVolume;
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#endif
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float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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bool8 m_bReleasingSoundFlag;
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@ -267,13 +267,13 @@ public:
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void AgeCrimes(); // inlined in vc
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void CalculateDistance(bool8 &condition, float dist);
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bool8 CheckForAnAudioFileOnCD() const;
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bool8 CheckForAnAudioFileOnCD();
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void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot); // inlined in vc
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void ClearRequestedQueue(); // inlined in vc
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const;
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier);
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance);
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int32 CreateEntity(eAudioType type, void *entity);
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void DestroyAllGameCreatedEntities();
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@ -380,10 +380,10 @@ public:
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable();
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char *Get3DProviderName(uint8 id) const;
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char GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
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int8 AutoDetect3DProviders() const;
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char *Get3DProviderName(uint8 id);
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char GetCDAudioDriveLetter();
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int8 GetCurrent3DProviderIndex();
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int8 AutoDetect3DProviders();
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
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float GetCollisionOneShotRatio(int32 a, float b);
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float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
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@ -391,7 +391,7 @@ public:
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int32 GetJumboTaxiFreq() const; // inlined in vc
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const;
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uint8 GetNum3DProvidersAvailable();
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uint32 GetPedCommentSfx(CPed *ped, int32 sound);
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const;
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
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@ -404,9 +404,11 @@ public:
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void InitialisePoliceRadio();
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void InitialisePoliceRadioZones();
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void InterrogateAudioEntities(); // inlined
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bool8 IsAudioInitialised() const;
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bool8 IsAudioInitialised();
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bool8 IsMissionAudioSampleFinished(uint8 slot);
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bool8 IsMP3RadioChannelAvailable() const;
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bool8 IsMP3RadioChannelAvailable();
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void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
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bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
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@ -486,9 +488,9 @@ public:
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void ProcessEscalators();
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void ProcessExtraSounds();
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int32 RandomDisplacement(uint32 seed) const;
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void ReacquireDigitalHandle() const;
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void ReleaseDigitalHandle() const;
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int32 RandomDisplacement(uint32 seed);
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void ReacquireDigitalHandle();
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void ReleaseDigitalHandle();
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void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
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void ReportCrime(eCrimeType crime, const CVector &pos);
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void ResetAudioLogicTimers(uint32 timer);
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@ -502,17 +504,17 @@ public:
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void ServiceSoundEffects();
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int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(bool8 status);
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void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetMP3BoostVolume(uint8 volume) const;
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void SetEffectsFadeVol(uint8 volume);
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void SetEffectsMasterVolume(uint8 volume);
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void SetMP3BoostVolume(uint8 volume);
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void SetEntityStatus(int32 id, bool8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
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void SetMonoMode(bool8 mono);
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void SetMusicFadeVol(uint8 volume) const;
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void SetMusicMasterVolume(uint8 volume) const;
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void SetSpeakerConfig(int32 conf) const;
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void SetMusicFadeVol(uint8 volume);
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void SetMusicMasterVolume(uint8 volume);
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void SetSpeakerConfig(int32 conf);
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
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void SetUpOneShotCollisionSound(const cAudioCollision &col);
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bool8 SetupCrimeReport();
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@ -525,7 +527,7 @@ public:
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void SetupSuspectLastSeenReport();
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void Terminate();
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void TranslateEntity(Const CVector *v1, CVector *v2);
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void UpdateGasPedalAudio(CVehicle *veh, int vehType);
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void UpdateReflections();
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