Increase the number of audio channels to PS2 count and some small audio fixes
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@@ -13,10 +13,6 @@
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cAudioManager AudioManager;
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const int channels = ARRAY_SIZE(AudioManager.m_asActiveSamples);
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const int policeChannel = channels + 1;
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const int allChannels = channels + 2;
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#define SPEED_OF_SOUND 343.f
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#define TIME_SPENT 50
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@@ -26,7 +22,7 @@ cAudioManager::cAudioManager()
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m_bReverb = TRUE;
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m_fSpeedOfSound = SPEED_OF_SOUND / TIME_SPENT;
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m_nTimeSpent = TIME_SPENT;
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m_nActiveSamples = NUM_SOUNDS_SAMPLES_SLOTS;
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m_nActiveSamples = NUM_CHANNELS_GENERIC;
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m_nActiveSampleQueue = 1;
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ClearRequestedQueue();
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m_nActiveSampleQueue = 0;
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@@ -267,7 +263,7 @@ cAudioManager::ResetTimers(uint32 time)
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}
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ClearActiveSamples();
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ClearMissionAudio();
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SampleManager.StopChannel(policeChannel);
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SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
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SampleManager.SetEffectsFadeVolume(0);
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SampleManager.SetMusicFadeVolume(0);
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MusicManager.ResetMusicAfterReload();
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@@ -429,7 +425,7 @@ cAudioManager::ServiceSoundEffects()
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{
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m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0;
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if (m_nUserPause && !m_nPreviousUserPause) {
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for (int32 i = 0; i < allChannels; i++)
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for (int32 i = 0; i < NUM_CHANNELS; i++)
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SampleManager.StopChannel(i);
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ClearRequestedQueue();
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@@ -692,7 +688,12 @@ cAudioManager::UpdateReflections()
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void
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cAudioManager::AddReleasingSounds()
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{
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bool8 toProcess[44]; // why not 27? because PS2?
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// in case someone would want to increase it
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#ifdef FIX_BUGS
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bool8 toProcess[NUM_CHANNELS_GENERIC];
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#else
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bool8 toProcess[44];
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#endif
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int8 queue = m_nActiveSampleQueue == 0 ? 1 : 0;
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