Fix cAudioManager::ProcessVehicleEngine return type, document PS2 changes, rename Sound Intensity
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@@ -8,7 +8,11 @@ class tSound
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{
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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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#else
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uint8 m_nCounter;
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#endif
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int32 m_nSampleIndex;
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uint8 m_nBankIndex;
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bool8 m_bIs2D;
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@@ -25,16 +29,25 @@ public:
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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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#if GTA_VERSION >= GTA3_PC_10
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float m_SoundIntensity;
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#else
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uint32 m_SoundIntensity;
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#endif
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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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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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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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int8 m_nVolumeChange;
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};
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@@ -276,7 +289,7 @@ 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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#ifdef GTA_PC
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#if GTA_VERSION >= GTA3_PC_10
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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@@ -312,7 +325,7 @@ public:
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void ProcessModelCarEngine(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessWetRoadNoise(cVehicleParams ¶ms);
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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bool8 ProcessVehicleEngine(cVehicleParams ¶ms);
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void UpdateGasPedalAudio(CAutomobile *automobile); // inlined on PS2
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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