Audio changes:
- Reorder AudioCollision.cpp functions into original order - Add missing cAudioCollision::Reset() - Move cAudioCollision ctor into .h (like original) - Fix argument types for ped comment functions and more - Fix wrong names of ped comment functions - Fix incorrect ped comments - Remove getters - Reorder declarations of cAudioManager - Wrap PC only functions around ifdef - Add cAudioManager methods from PS2 and mobile
This commit is contained in:
@@ -109,7 +109,9 @@ cAudioManager::Service()
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if (m_bIsInitialised) {
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m_nPreviousUserPause = m_nUserPause;
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m_nUserPause = CTimer::GetIsUserPaused();
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#ifdef GTA_PC
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UpdateReflections();
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#endif
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ServiceSoundEffects();
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MusicManager.Service();
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}
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@@ -216,35 +218,35 @@ cAudioManager::PlayOneShot(int32 index, uint16 sound, float vol)
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}
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void
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cAudioManager::SetEffectsMasterVolume(uint8 volume) const
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cAudioManager::SetEffectsMasterVolume(uint8 volume)
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{
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SampleManager.SetEffectsMasterVolume(volume);
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}
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void
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cAudioManager::SetMusicMasterVolume(uint8 volume) const
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cAudioManager::SetMusicMasterVolume(uint8 volume)
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{
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SampleManager.SetMusicMasterVolume(volume);
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}
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void
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cAudioManager::SetEffectsFadeVol(uint8 volume) const
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cAudioManager::SetEffectsFadeVol(uint8 volume)
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{
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SampleManager.SetEffectsFadeVolume(volume);
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}
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void
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cAudioManager::SetMusicFadeVol(uint8 volume)
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{
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SampleManager.SetMusicFadeVolume(volume);
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}
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void
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cAudioManager::SetMonoMode(bool8 mono)
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{
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SampleManager.SetMonoMode(mono);
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}
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void
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cAudioManager::SetMusicFadeVol(uint8 volume) const
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{
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SampleManager.SetMusicFadeVolume(volume);
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}
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void
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cAudioManager::ResetTimers(uint32 time)
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{
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@@ -307,8 +309,10 @@ cAudioManager::DestroyAllGameCreatedEntities()
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}
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}
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#ifdef GTA_PC
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uint8
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cAudioManager::GetNum3DProvidersAvailable() const
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cAudioManager::GetNum3DProvidersAvailable()
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{
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if (m_bIsInitialised)
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return SampleManager.GetNum3DProvidersAvailable();
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@@ -316,7 +320,7 @@ cAudioManager::GetNum3DProvidersAvailable() const
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}
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char *
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cAudioManager::Get3DProviderName(uint8 id) const
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cAudioManager::Get3DProviderName(uint8 id)
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{
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if (!m_bIsInitialised)
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return nil;
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@@ -331,7 +335,7 @@ cAudioManager::Get3DProviderName(uint8 id) const
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}
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int8
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cAudioManager::GetCurrent3DProviderIndex() const
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cAudioManager::GetCurrent3DProviderIndex()
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{
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if (m_bIsInitialised)
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return SampleManager.GetCurrent3DProviderIndex();
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@@ -363,13 +367,13 @@ cAudioManager::SetCurrent3DProvider(uint8 which)
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}
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void
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cAudioManager::SetSpeakerConfig(int32 conf) const
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cAudioManager::SetSpeakerConfig(int32 conf)
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{
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SampleManager.SetSpeakerConfig(conf);
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}
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bool8
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cAudioManager::IsMP3RadioChannelAvailable() const
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cAudioManager::IsMP3RadioChannelAvailable()
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{
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if (m_bIsInitialised)
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return SampleManager.IsMP3RadioChannelAvailable();
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@@ -378,7 +382,7 @@ cAudioManager::IsMP3RadioChannelAvailable() const
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}
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void
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cAudioManager::ReleaseDigitalHandle() const
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cAudioManager::ReleaseDigitalHandle()
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{
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if (m_bIsInitialised) {
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SampleManager.ReleaseDigitalHandle();
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@@ -386,7 +390,7 @@ cAudioManager::ReleaseDigitalHandle() const
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}
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void
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cAudioManager::ReacquireDigitalHandle() const
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cAudioManager::ReacquireDigitalHandle()
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{
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if (m_bIsInitialised) {
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SampleManager.ReacquireDigitalHandle();
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@@ -400,13 +404,13 @@ cAudioManager::SetDynamicAcousticModelingStatus(bool8 status)
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}
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bool8
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cAudioManager::CheckForAnAudioFileOnCD() const
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cAudioManager::CheckForAnAudioFileOnCD()
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{
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return SampleManager.CheckForAnAudioFileOnCD();
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}
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char
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cAudioManager::GetCDAudioDriveLetter() const
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cAudioManager::GetCDAudioDriveLetter()
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{
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if (m_bIsInitialised)
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return SampleManager.GetCDAudioDriveLetter();
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@@ -415,11 +419,13 @@ cAudioManager::GetCDAudioDriveLetter() const
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}
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bool8
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cAudioManager::IsAudioInitialised() const
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cAudioManager::IsAudioInitialised()
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{
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return m_bIsInitialised;
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}
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#endif // GTA_PC
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void
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cAudioManager::ServiceSoundEffects()
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{
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@@ -469,8 +475,14 @@ cAudioManager::ServiceSoundEffects()
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m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
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}
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uint32
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cAudioManager::FL(float f)
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{
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return SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) * f;
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}
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uint8
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cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const
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cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance)
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{
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float newSoundIntensity;
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if (soundIntensity <= 0.0f)
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@@ -482,7 +494,7 @@ cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float d
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}
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void
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cAudioManager::TranslateEntity(Const CVector *in, CVector *out) const
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cAudioManager::TranslateEntity(Const CVector *in, CVector *out)
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{
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*out = MultiplyInverse(TheCamera.GetMatrix(), *in);
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}
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@@ -501,7 +513,7 @@ cAudioManager::ComputePan(float dist, CVector *vec)
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}
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int32
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cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const
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cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier)
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{
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uint32 newFreq = oldFreq;
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if (!TheCamera.Get_Just_Switched_Status() && speedMultiplier != 0.0f) {
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@@ -522,7 +534,7 @@ cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1,
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}
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int32
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cAudioManager::RandomDisplacement(uint32 seed) const
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cAudioManager::RandomDisplacement(uint32 seed)
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{
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int32 value;
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@@ -593,6 +605,7 @@ cAudioManager::AddSampleToRequestedQueue()
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AddReflectionsToRequestedQueue();
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}
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}
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void
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cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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{
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@@ -610,6 +623,7 @@ cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
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m_abSampleQueueIndexTable[m_nActiveSampleQueue][i] = sample;
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}
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#ifdef GTA_PC
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void
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cAudioManager::AddReflectionsToRequestedQueue()
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{
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@@ -687,6 +701,7 @@ cAudioManager::UpdateReflections()
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m_afReflectionsDistances[4] = 50.0f;
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}
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}
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#endif // GTA_PC
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void
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cAudioManager::AddReleasingSounds()
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@@ -964,6 +979,13 @@ cAudioManager::ClearActiveSamples()
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}
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}
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void
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cAudioManager::LoadBankIfNecessary(uint8 bank)
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{
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if(!SampleManager.IsSampleBankLoaded(bank))
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SampleManager.LoadSampleBank(bank);
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}
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void
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cAudioManager::GenerateIntegerRandomNumberTable()
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{
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