Use bool8 in audio code
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@@ -118,10 +118,10 @@ class cSampleManager
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uint8 m_nMusicVolume;
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uint8 m_nEffectsFadeVolume;
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uint8 m_nMusicFadeVolume;
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uint8 m_nMonoMode;
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bool8 m_nMonoMode;
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char unk;
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char m_szCDRomRootPath[80];
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bool m_bInitialised;
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bool8 m_bInitialised;
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uint8 m_nNumberOfProviders;
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char *m_aAudioProviders[MAXPROVIDERS];
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tSample m_aSamples[TOTAL_AUDIO_SAMPLES];
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@@ -145,16 +145,16 @@ public:
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int8 GetCurrent3DProviderIndex(void);
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int8 SetCurrent3DProvider(uint8 which);
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bool IsMP3RadioChannelAvailable(void);
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bool8 IsMP3RadioChannelAvailable(void);
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void ReleaseDigitalHandle (void);
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void ReacquireDigitalHandle(void);
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bool Initialise(void);
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void Terminate (void);
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bool8 Initialise(void);
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void Terminate (void);
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bool CheckForAnAudioFileOnCD(void);
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char GetCDAudioDriveLetter (void);
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bool8 CheckForAnAudioFileOnCD(void);
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char GetCDAudioDriveLetter (void);
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void UpdateEffectsVolume(void);
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@@ -162,14 +162,14 @@ public:
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void SetMusicMasterVolume (uint8 nVolume);
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void SetEffectsFadeVolume (uint8 nVolume);
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void SetMusicFadeVolume (uint8 nVolume);
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void SetMonoMode (uint8 nMode);
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void SetMonoMode (bool8 nMode);
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bool LoadSampleBank (uint8 nBank);
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void UnloadSampleBank (uint8 nBank);
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bool IsSampleBankLoaded(uint8 nBank);
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bool8 LoadSampleBank (uint8 nBank);
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void UnloadSampleBank (uint8 nBank);
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bool8 IsSampleBankLoaded(uint8 nBank);
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bool IsPedCommentLoaded(uint32 nComment);
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bool LoadPedComment (uint32 nComment);
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bool8 IsPedCommentLoaded(uint32 nComment);
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bool8 LoadPedComment (uint32 nComment);
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int32 GetBankContainingSound(uint32 offset);
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int32 _GetPedCommentSlot(uint32 nComment);
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@@ -179,10 +179,10 @@ public:
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int32 GetSampleLoopEndOffset (uint32 nSample);
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uint32 GetSampleLength (uint32 nSample);
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bool UpdateReverb(void);
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bool8 UpdateReverb(void);
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void SetChannelReverbFlag (uint32 nChannel, uint8 nReverbFlag);
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bool InitialiseChannel (uint32 nChannel, uint32 nSfx, uint8 nBank);
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void SetChannelReverbFlag (uint32 nChannel, bool8 nReverbFlag);
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bool8 InitialiseChannel (uint32 nChannel, uint32 nSfx, uint8 nBank);
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void SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume);
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void SetChannel3DPosition (uint32 nChannel, float fX, float fY, float fZ);
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void SetChannel3DDistances (uint32 nChannel, float fMax, float fMin);
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@@ -191,23 +191,23 @@ public:
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void SetChannelFrequency (uint32 nChannel, uint32 nFreq);
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void SetChannelLoopPoints (uint32 nChannel, uint32 nLoopStart, int32 nLoopEnd);
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void SetChannelLoopCount (uint32 nChannel, uint32 nLoopCount);
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bool GetChannelUsedFlag (uint32 nChannel);
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bool8 GetChannelUsedFlag (uint32 nChannel);
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void StartChannel (uint32 nChannel);
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void StopChannel (uint32 nChannel);
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void PreloadStreamedFile (uint8 nFile, uint8 nStream);
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void PauseStream (uint8 nPauseFlag, uint8 nStream);
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void PauseStream (bool8 nPauseFlag, uint8 nStream);
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void StartPreloadedStreamedFile (uint8 nStream);
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bool StartStreamedFile (uint8 nFile, uint32 nPos, uint8 nStream);
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bool8 StartStreamedFile (uint8 nFile, uint32 nPos, uint8 nStream);
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void StopStreamedFile (uint8 nStream);
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int32 GetStreamedFilePosition (uint8 nStream);
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void SetStreamedVolumeAndPan(uint8 nVolume, uint8 nPan, uint8 nEffectFlag, uint8 nStream);
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void SetStreamedVolumeAndPan(uint8 nVolume, uint8 nPan, bool8 nEffectFlag, uint8 nStream);
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int32 GetStreamedFileLength (uint8 nStream);
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bool IsStreamPlaying (uint8 nStream);
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bool8 IsStreamPlaying (uint8 nStream);
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#ifdef AUDIO_OAL
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void Service(void);
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#endif
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bool InitialiseSampleBanks(void);
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bool8 InitialiseSampleBanks(void);
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};
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extern cSampleManager SampleManager;
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