More audio
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@@ -176,7 +176,7 @@ class cAudioManager
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{
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public:
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bool m_bIsInitialised;
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uint8 field_1; // unused
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uint8 m_bReverb; // unused
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bool m_bFifthFrameFlag;
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uint8 m_nActiveSamples;
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uint8 field_4; // unused
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@@ -256,8 +256,8 @@ public:
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
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int32 CreateEntity(eAudioType type, void *entity); // done
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void DestroyAllGameCreatedEntities(); // done ? I don't seed pEntity = nil;
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void DestroyEntity(int32 id); // done (inlined in vc) ? I not seen id checks
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void DestroyAllGameCreatedEntities(); // done
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void DestroyEntity(int32 id); // done (inlined in vc)
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void DoPoliceRadioCrackle(); // done
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// functions returning talk sfx,
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@@ -359,38 +359,39 @@ public:
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uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
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// end of functions returning talk sfx
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void GenerateIntegerRandomNumberTable(); // done
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char *Get3DProviderName(uint8 id) const;
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uint8 GetCDAudioDriveLetter() const;
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int8 GetCurrent3DProviderIndex() const;
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int8 AutoDetect3DProviders() const; // done
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const;
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float GetCollisionRatio(float a, float b, float c, float d) const;
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float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
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int32 GetJumboTaxiFreq() const;
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
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int8 GetMissionScriptPoliceAudioPlayingStatus() const;
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uint8 GetNum3DProvidersAvailable() const; // done
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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, float velocityChange); // done
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float GetVehicleNonDriveWheelSkidValue(CVehicle* veh, tWheelState wheelState, cTransmission* transmission, float velocityChange); // done
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void GenerateIntegerRandomNumberTable(); // done
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char *Get3DProviderName(uint8 id) const; // done
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uint8 GetCDAudioDriveLetter() const; // done
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int8 GetCurrent3DProviderIndex() const; // done
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int8 AutoDetect3DProviders() const; // done
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float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
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float GetCollisionOneShotRatio(int32 a, float b) const; // done
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float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc)
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float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
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int32 GetJumboTaxiFreq() const; // done (inlined in vc)
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uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
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int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done
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uint8 GetNum3DProvidersAvailable() const; // done
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uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done
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void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done
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float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
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float velocityChange); // done
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float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
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bool HasAirBrakes(int32 model) const; // done
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void Initialise(); // done
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void InitialisePoliceRadio(); //done
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void InitialisePoliceRadioZones(); //done
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void InterrogateAudioEntities(); // done
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bool IsAudioInitialised() const; // done
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void Initialise(); // done
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void InitialisePoliceRadio(); // done
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void InitialisePoliceRadioZones(); // done
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void InterrogateAudioEntities(); // done (inlined)
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bool IsAudioInitialised() const; // done
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bool IsMissionAudioSampleFinished(uint8 slot); // done
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bool IsMP3RadioChannelAvailable() const; // done
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bool IsMP3RadioChannelAvailable() const; // done
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bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
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void PlayLoadedMissionAudio(uint8 slot); // done
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void PlayOneShot(int32 index, uint16 sound, float vol); // done
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void PlayOneShot(int32 index, uint16 sound, float vol); // done
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void PlaySuspectLastSeen(float x, float y, float z); // done
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void PlayerJustGotInCar() const; // done
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void PlayerJustLeftCar() const; // done
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@@ -403,7 +404,7 @@ public:
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void ProcessActiveQueues(); // done
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bool ProcessAirBrakes(cVehicleParams& params); // done
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bool ProcessBoatEngine(cVehicleParams& params);
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bool ProcessBoatMovingOverWater(cVehicleParams& params);
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bool ProcessBoatMovingOverWater(cVehicleParams& params); //done
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#ifdef GTA_BRIDGE
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void ProcessBridge(); // done(bcs not exists in VC)
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void ProcessBridgeMotor(); // done(bcs not exists in VC)
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@@ -412,7 +413,7 @@ public:
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#endif
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bool ProcessCarBombTick(cVehicleParams& params); // done
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void ProcessCarHeli(cVehicleParams& params); // done
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void ProcessCesna(cVehicleParams& params); //
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void ProcessCesna(cVehicleParams& params); // done
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//void ProcessCrane(); // done(bcs not exists in VC)
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bool ProcessEngineDamage(cVehicleParams& params); // done
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void ProcessEntity(int32 sound); // done
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@@ -420,7 +421,7 @@ public:
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void ProcessFireHydrant(); // done
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void ProcessFires(int32 entity); // done
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void ProcessFrontEnd(); // done
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void ProcessGarages(); //
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void ProcessGarages(); // done
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void ProcessJumbo(cVehicleParams& params); // done
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void ProcessJumboAccel(CPlane *plane); // done
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void ProcessJumboDecel(CPlane *plane); // done
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@@ -428,9 +429,9 @@ public:
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void ProcessJumboLanding(CPlane *plane); // done
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void ProcessJumboTakeOff(CPlane *plane); // done
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void ProcessJumboTaxi(); // done
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void ProcessLoopingScriptObject(uint8 sound); //
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void ProcessMissionAudio(); //
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void ProcessMissionAudioSlot(uint8 slot); //
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void ProcessLoopingScriptObject(uint8 sound); // done
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void ProcessMissionAudio(); // done
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void ProcessMissionAudioSlot(uint8 slot); // done
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void ProcessModelHeliVehicle(cVehicleParams& params); // done
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void ProcessModelVehicle(cVehicleParams& params); // done
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void ProcessOneShotScriptObject(uint8 sound); //
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@@ -450,15 +451,15 @@ public:
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bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
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#endif
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void ProcessVehicle(CVehicle *vehicle); // done
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bool ProcessVehicleDoors(cVehicleParams& params); // done
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void ProcessVehicleEngine(cVehicleParams& params); // done
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void ProcessVehicleFlatTyre(cVehicleParams& params); // done
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bool ProcessVehicleHorn(cVehicleParams& params); // done
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void ProcessVehicleOneShots(cVehicleParams& params); // done
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bool ProcessVehicleReverseWarning(cVehicleParams& params); // done
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bool ProcessVehicleRoadNoise(cVehicleParams& params); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams& params); // done
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bool ProcessVehicleSkidding(cVehicleParams& params); // done
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bool ProcessVehicleDoors(cVehicleParams ¶ms); // done
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void ProcessVehicleEngine(cVehicleParams ¶ms); // done
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms); // done
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bool ProcessVehicleHorn(cVehicleParams ¶ms); // done
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void ProcessVehicleOneShots(cVehicleParams ¶ms); // done
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bool ProcessVehicleReverseWarning(cVehicleParams ¶ms); // done
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bool ProcessVehicleRoadNoise(cVehicleParams ¶ms); // done
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bool ProcessVehicleSirenOrAlarm(cVehicleParams ¶ms); // done
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bool ProcessVehicleSkidding(cVehicleParams ¶ms); // done
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void ProcessWaterCannon(int32); // done
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void ProcessWeather(int32 id); // done
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bool ProcessWetRoadNoise(cVehicleParams& params); // done
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@@ -474,52 +475,52 @@ public:
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void ResetPoliceRadio(); // done
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void ResetTimers(uint32 time); // done
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void Service(); //done
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void ServiceCollisions(); //done
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void ServicePoliceRadio();
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void ServicePoliceRadioChannel(uint8 wantedLevel);
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void ServiceSoundEffects();
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int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(uint8 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 SetEntityStatus(int32 id, uint8 status); //done
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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;
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void SetMonoMode(uint8 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 SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
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void SetUpOneShotCollisionSound(const cAudioCollision &col);
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bool SetupCrimeReport();
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bool SetupJumboEngineSound(uint8 vol, uint32 freq);
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bool SetupJumboFlySound(uint8 emittingVol);
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bool SetupJumboRumbleSound(uint8 emittingVol);
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bool SetupJumboTaxiSound(uint8 vol);
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bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
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void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
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void Service(); // done
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void ServiceCollisions(); // done
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void ServicePoliceRadio(); // done
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void ServicePoliceRadioChannel(uint8 wantedLevel); // done
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void ServiceSoundEffects(); // done
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int8 SetCurrent3DProvider(uint8 which); // done
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void SetDynamicAcousticModelingStatus(uint8 status); // done
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void SetEffectsFadeVol(uint8 volume) const; // done
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void SetEffectsMasterVolume(uint8 volume) const; // done
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void SetMP3BoostVolume(uint8 volume) const; // done
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void SetEntityStatus(int32 id, uint8 status); // done
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
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void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
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void SetMonoMode(uint8 mono); // done
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void SetMusicFadeVol(uint8 volume) const; // done
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void SetMusicMasterVolume(uint8 volume) const; // done
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void SetSpeakerConfig(int32 conf) const; // done
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void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
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void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
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bool SetupCrimeReport(); // done
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bool SetupJumboEngineSound(uint8 vol, uint32 freq); // done
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bool SetupJumboFlySound(uint8 emittingVol); // done
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bool SetupJumboRumbleSound(uint8 emittingVol); // done
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bool SetupJumboTaxiSound(uint8 vol); // done
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bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
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void SetupPedComments(cPedParams ¶ms, uint16 sound); // done
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void SetupSuspectLastSeenReport();
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void Terminate(); //done
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void TranslateEntity(Const CVector *v1, CVector *v2) const; //done
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void Terminate(); // done
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void TranslateEntity(Const CVector *v1, CVector *v2) const; // done
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void UpdateGasPedalAudio(CVehicle* veh, int vehType); // done
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void UpdateReflections(); //done
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bool UsesReverseWarning(int32 model) const; //done
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bool UsesSiren(cVehicleParams& params) const; //done
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bool UsesSirenSwitching(cVehicleParams& params) const; //done
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void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
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void UpdateReflections(); // done
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bool UsesReverseWarning(int32 model) const; // done
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bool UsesSiren(cVehicleParams ¶ms) const; // done
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bool UsesSirenSwitching(cVehicleParams ¶ms) const; // done
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CVehicle *FindVehicleOfPlayer(); //done
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void SetPedTalkingStatus(CPed *ped, uint8 status);
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void SetPlayersMood(uint8 mood, uint32 time);
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CVehicle *FindVehicleOfPlayer(); // done
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void SetPedTalkingStatus(CPed *ped, uint8 status); // done
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void SetPlayersMood(uint8 mood, uint32 time); // done
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#ifdef GTA_PC
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// only used in pc
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void AdjustSamplesVolume();
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist);
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void AdjustSamplesVolume(); // done (inlined)
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uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined)
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#endif
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};
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