Add macros to set sample loop offsets
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@@ -170,10 +170,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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m_sQueueSample.m_nReleasingVolumeModificator = 7;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart =
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SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nLoopEnd =
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SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
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SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = FALSE;
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@@ -311,8 +308,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_nReleasingVolumeModificator = 11;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_nEmittingVolume = emittingVol;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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RESET_LOOP_OFFSETS
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m_sQueueSample.m_fSpeedMultiplier = 4.0f;
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m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = TRUE;
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