Audio: ifdef more things that aren't on ps2
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@@ -1110,7 +1110,12 @@ cAudioManager::ProcessActiveQueues()
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#else
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emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
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#endif
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#ifdef GTA_PS2
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{
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SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex);
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#else
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if (SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex)) {
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#endif
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SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency);
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bool8 isMobile = FALSE;
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for (int32 l = 0; l < MISSION_AUDIO_SLOTS; l++) {
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@@ -1132,8 +1137,10 @@ cAudioManager::ProcessActiveQueues()
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SampleManager.SetChannelVolume(j, emittingVol);
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SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
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#endif
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
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SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
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#endif
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SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag);
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#ifdef EXTERNAL_3D_SOUND
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if (m_asActiveSamples[k].m_bIs2D) {
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