Add macros to set sample loop offsets
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@@ -17,8 +17,10 @@ public:
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uint8 m_nVolume;
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float m_fDistance;
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int32 m_nLoopCount;
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#ifndef GTA_PS2
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int32 m_nLoopStart;
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int32 m_nLoopEnd;
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#endif
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uint8 m_nEmittingVolume;
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float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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@@ -498,6 +500,23 @@ public:
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#endif
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};
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/*
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Manual loop points are not on PS2 so let's have these macros to avoid massive ifndefs.
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Setting these manually was pointless anyway since they never change from sdt values.
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What were they thinking?
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*/
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#ifndef GTA_PS2
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#define RESET_LOOP_OFFSETS \
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m_sQueueSample.m_nLoopStart = 0; \
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m_sQueueSample.m_nLoopEnd = -1;
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#define SET_LOOP_OFFSETS(sample) \
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m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \
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m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample);
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#else
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#define RESET_LOOP_OFFSETS
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#define SET_LOOP_OFFSETS(sample)
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#endif
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#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
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static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
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#endif
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