Renaming audio enum entries to something more like original
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@@ -86,7 +86,7 @@ cAudioManager::Terminate()
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m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
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PreTerminateGameSpecificShutdown();
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for (uint32 i = 0; i < MAX_SAMPLEBANKS; i++) {
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for (uint32 i = 0; i < MAX_SFX_BANKS; i++) {
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if (SampleManager.IsSampleBankLoaded(i))
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SampleManager.UnloadSampleBank(i);
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}
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@@ -917,7 +917,7 @@ cAudioManager::ClearActiveSamples()
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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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m_asActiveSamples[i].m_nBankIndex = SAMPLEBANK_INVALID;
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m_asActiveSamples[i].m_nBankIndex = INVALID_SFX_BANK;
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m_asActiveSamples[i].m_bIs2D = false;
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m_asActiveSamples[i].m_nReleasingVolumeModificator = 5;
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m_asActiveSamples[i].m_nFrequency = 0;
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