Port audio changes from master
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@@ -205,7 +205,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
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m_sQueueSample.m_nVolume =
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ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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if(m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
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switch(m_sQueueSample.m_nSampleIndex) {
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case SFX_COL_TARMAC_1:
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@@ -271,7 +271,7 @@ cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
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m_sQueueSample.m_SoundIntensity = CollisionSoundIntensity;
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m_sQueueSample.m_bReleasingSoundFlag = TRUE;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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}
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@@ -287,7 +287,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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if(emittingVol) {
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CalculateDistance(distCalculated, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
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if(m_sQueueSample.m_nVolume) {
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if(m_sQueueSample.m_nVolume > 0) {
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_vecPos = col.m_vecPosition;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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@@ -301,7 +301,7 @@ cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 coun
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m_sQueueSample.m_bReleasingSoundFlag = FALSE;
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m_sQueueSample.m_nReleasingVolumeDivider = 5;
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m_sQueueSample.m_bReverbFlag = TRUE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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SET_SOUND_REFLECTION(FALSE);
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AddSampleToRequestedQueue();
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}
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}
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