Add AUDIO_REFLECTIONS define, fix a bunch of types, fix heli chatter intensity
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@@ -9,20 +9,20 @@ class tSound
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public:
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int32 m_nEntityIndex;
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#if GTA_VERSION >= GTA3_PC_10
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int32 m_nCounter;
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uint32 m_nCounter;
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#else
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uint8 m_nCounter;
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#endif
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int32 m_nSampleIndex;
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uint32 m_nSampleIndex;
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uint8 m_nBankIndex;
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bool8 m_bIs2D;
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int32 m_nReleasingVolumeModificator;
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uint32 m_nReleasingVolumeModificator;
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uint32 m_nFrequency;
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uint8 m_nVolume;
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float m_fDistance;
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int32 m_nLoopCount;
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uint32 m_nLoopCount;
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#ifndef GTA_PS2
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int32 m_nLoopStart;
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uint32 m_nLoopStart;
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int32 m_nLoopEnd;
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#endif
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#ifdef EXTERNAL_3D_SOUND
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@@ -37,18 +37,18 @@ public:
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool8 m_bReverbFlag;
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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uint8 m_nLoopsRemaining;
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bool8 m_bRequireReflection; // Used for oneshots
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#endif
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uint8 m_nOffset;
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int32 m_nReleasingVolumeDivider;
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uint32 m_nReleasingVolumeDivider;
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bool8 m_bIsProcessed;
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bool8 m_bLoopEnded;
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#if GTA_VERSION < GTA3_PC_10
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int32 unk; // only on PS2, seems unused
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#endif
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int32 m_nCalculatedVolume;
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uint32 m_nCalculatedVolume;
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int8 m_nVolumeChange;
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};
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@@ -74,7 +74,7 @@ VALIDATE_SIZE(tAudioEntity, 40);
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class tPedComment
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{
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public:
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int32 m_nSampleIndex;
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uint32 m_nSampleIndex;
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int32 m_nEntityIndex;
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CVector m_vecPos;
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float m_fDistance;
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@@ -120,7 +120,7 @@ class cMissionAudio
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public:
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CVector m_vecPos;
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bool8 m_bPredefinedProperties;
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int32 m_nSampleIndex;
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uint32 m_nSampleIndex;
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uint8 m_nLoadingStatus;
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uint8 m_nPlayStatus;
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bool8 m_bIsPlaying;
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@@ -168,7 +168,7 @@ public:
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float m_fDistance;
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CVehicle *m_pVehicle;
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cTransmission *m_pTransmission;
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int32 m_nIndex;
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uint32 m_nIndex;
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float m_fVelocityChange;
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cVehicleParams()
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@@ -211,8 +211,10 @@ public:
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bool8 m_bReverb; // unused
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bool8 m_bFifthFrameFlag;
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uint8 m_nActiveSamples;
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uint8 m_bDoubleVolume; // unused
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bool8 m_bDoubleVolume; // unused
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#if GTA_VERSION >= GTA3_PC_10
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bool8 m_bDynamicAcousticModelingStatus;
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#endif
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float m_fSpeedOfSound;
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bool8 m_bTimerJustReset;
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int32 m_nTimer;
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@@ -225,7 +227,7 @@ public:
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
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int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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CVector m_avecReflectionsPos[MAX_REFLECTIONS];
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float m_afReflectionsDistances[MAX_REFLECTIONS];
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#endif
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@@ -276,7 +278,9 @@ public:
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bool8 IsMP3RadioChannelAvailable();
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void ReleaseDigitalHandle();
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void ReacquireDigitalHandle();
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#ifdef AUDIO_REFLECTIONS
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void SetDynamicAcousticModelingStatus(bool8 status);
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#endif
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bool8 CheckForAnAudioFileOnCD();
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char GetCDAudioDriveLetter();
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bool8 IsAudioInitialised();
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@@ -292,7 +296,7 @@ public:
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void InterrogateAudioEntities(); // inlined on PS2
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined on PS2
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#if GTA_VERSION >= GTA3_PC_10
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#ifdef AUDIO_REFLECTIONS
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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@@ -548,6 +552,11 @@ public:
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#else
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#define SET_EMITTING_VOLUME(vol)
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#endif
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#ifdef AUDIO_REFLECTIONS
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#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bRequireReflection = b
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#else
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#define SET_SOUND_REFLECTION(b)
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#endif
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#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
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static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
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