cAudioManager::DirectlyEnqueueSample
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@@ -1402,6 +1402,28 @@ cAudioManager::GenerateIntegerRandomNumberTable()
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m_anRandomTable[i] = myrand();
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}
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void
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cAudioManager::DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo)
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{
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m_sQueueSample.m_nSampleIndex = sample;
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m_sQueueSample.m_bReflections = FALSE;
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m_sQueueSample.m_nLoopCount = 0;
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m_sQueueSample.m_bIs2D = FALSE;
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m_sQueueSample.m_bStatic = FALSE;
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m_sQueueSample.m_nPan = 0;
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m_sQueueSample.m_nBankIndex = bank;
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m_sQueueSample.m_nCounter = counter;
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m_sQueueSample.m_nFrequency = freq;
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m_sQueueSample.m_nVolume = volume;
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m_sQueueSample.m_nPriority = priority;
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m_sQueueSample.m_nFramesToPlay = framesToPlay;
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AudioManager.AddSampleToRequestedQueue();
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if (!notStereo) {
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m_sQueueSample.m_nPan = 127;
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AudioManager.AddSampleToRequestedQueue();
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}
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}
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#ifdef EXTERNAL_3D_SOUND
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void
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cAudioManager::AdjustSamplesVolume()
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@@ -359,6 +359,7 @@ public:
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void ClearActiveSamples();
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void GenerateIntegerRandomNumberTable();
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void LoadBankIfNecessary(uint8 bank);
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void DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo = 0);
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#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
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void AdjustSamplesVolume(); // inlined
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