rewieved some audio functions
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@@ -250,14 +250,14 @@ public:
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void CalculateDistance(bool &condition, float dist); //done
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bool CheckForAnAudioFileOnCD() const;
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void ClearActiveSamples();
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void ClearMissionAudio(uint8 slot);
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void ClearActiveSamples(); //done
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void ClearMissionAudio(uint8 slot); //done
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void ClearRequestedQueue();
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const;
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uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const; //done
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int32 ComputePan(float, CVector *);
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uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const;
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int32 CreateEntity(eAudioType type, void *entity);
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int32 CreateEntity(eAudioType type, void *entity); //done
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void DestroyAllGameCreatedEntities();
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void DestroyEntity(int32 id);
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@@ -311,7 +311,7 @@ public:
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void PreloadMissionAudio(uint8 slot, Const char *name);
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void PreTerminateGameSpecificShutdown(); //done
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues();
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void ProcessActiveQueues(); //done
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bool ProcessAirBrakes(cVehicleParams *params);
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bool ProcessBoatEngine(cVehicleParams *params);
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bool ProcessBoatMovingOverWater(cVehicleParams *params);
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