rewieved some audio functions
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@@ -510,7 +510,7 @@ cAudioManager::ComputePan(float dist, CVector *vec)
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return Min(107, PanTable[index] + 63);
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}
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int32
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uint32
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cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const
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{
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uint32 newFreq = oldFreq;
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@@ -519,11 +519,7 @@ cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1,
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if (dist != 0.0f) {
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float speedOfSource = (dist / m_nTimeSpent) * speedMultiplier;
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if (m_fSpeedOfSound > Abs(speedOfSource)) {
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if (speedOfSource < 0.0f) {
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speedOfSource = Max(speedOfSource, -1.5f);
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} else {
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speedOfSource = Min(speedOfSource, 1.5f);
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}
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speedOfSource = clamp2(speedOfSource, 0.0f, 1.5f);
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newFreq = (oldFreq * m_fSpeedOfSound) / (speedOfSource + m_fSpeedOfSound);
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}
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}
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@@ -952,7 +948,7 @@ cAudioManager::ClearRequestedQueue()
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void
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cAudioManager::ClearActiveSamples()
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{
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for (int32 i = 0; i < m_nActiveSamples; i++) {
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for (uint8 i = 0; i < m_nActiveSamples; i++) {
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m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
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m_asActiveSamples[i].m_nCounter = 0;
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m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
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