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merge upstream
This commit is contained in:
@ -4899,7 +4899,7 @@ cAudioManager::SetPedTalkingStatus(CPed *ped, uint8 status)
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}
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void
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cAudioManager::SetPlayersMood(uint8 mood, int32 time)
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cAudioManager::SetPlayersMood(uint8 mood, uint32 time)
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{
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if (!m_bIsInitialised) return;
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@ -5907,18 +5907,21 @@ cAudioManager::ProcessFrontEnd()
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bool stereo;
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bool processedPickup;
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bool processedMission;
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bool frontendBank;
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bool staticFreq;
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bool center;
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int16 sample;
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static uint8 iSound = 0;
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static uint32 cPickupNextFrame = 0;
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static uint32 cPartMisComNextFrame = 0;
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static uint32 radioDial = SFX_RADIO_DIAL_1;
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for (uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
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staticFreq = false;
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processedPickup = false;
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stereo = false;
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center = false;
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processedMission = false;
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frontendBank = false;
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stereo = false;
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switch (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
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case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
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@ -5926,102 +5929,124 @@ cAudioManager::ProcessFrontEnd()
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case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
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break;
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//case SOUND_GARAGE_NO_MONEY:
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//case SOUND_GARAGE_BAD_VEHICLE:
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//case SOUND_GARAGE_BOMB_ALREADY_SET:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
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// stereo = true;
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// break;
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//case SOUND_GARAGE_OPENING:
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//case SOUND_GARAGE_BOMB1_SET:
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//case SOUND_GARAGE_BOMB2_SET:
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//case SOUND_GARAGE_BOMB3_SET:
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//case SOUND_41:
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//case SOUND_GARAGE_VEHICLE_DECLINED:
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//case SOUND_GARAGE_VEHICLE_ACCEPTED:
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//case SOUND_PICKUP_HEALTH:
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//case SOUND_4B:
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//case SOUND_PICKUP_ADRENALINE:
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//case SOUND_PICKUP_ARMOUR:
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//case SOUND_EVIDENCE_PICKUP:
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//case SOUND_UNLOAD_GOLD:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PICKUP_WEAPON_BOUGHT:
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//case SOUND_PICKUP_WEAPON:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PICKUP_ERROR:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PICKUP_BONUS:
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//case SOUND_PICKUP_MONEY:
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//case SOUND_PICKUP_HIDDEN_PACKAGE:
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//case SOUND_PICKUP_PACMAN_PILL:
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//case SOUND_PICKUP_PACMAN_PACKAGE:
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//case SOUND_PICKUP_FLOAT_PACKAGE:
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// m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
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// processedPickup = true;
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// stereo = true;
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// break;
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//case SOUND_PAGER:
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// m_sQueueSample.m_nSampleIndex = SFX_PAGER;
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// break;
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case SOUND_GARAGE_NO_MONEY:
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case SOUND_GARAGE_BAD_VEHICLE:
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case SOUND_GARAGE_BOMB_ALREADY_SET:
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m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
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stereo = true;
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staticFreq = true;
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center = true;
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break;
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case SOUND_GARAGE_OPENING:
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case SOUND_71: //case SOUND_41:
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case SOUND_GARAGE_VEHICLE_DECLINED:
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case SOUND_GARAGE_VEHICLE_ACCEPTED:
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case SOUND_EVIDENCE_PICKUP:
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case SOUND_UNLOAD_GOLD:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
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break;
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case SOUND_GARAGE_BOMB1_SET:
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case SOUND_GARAGE_BOMB2_SET:
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case SOUND_GARAGE_BOMB3_SET:
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center = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
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stereo = true;
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break;
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case SOUND_PICKUP_HEALTH:
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case SOUND_81: //case SOUND_4B:
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case SOUND_PICKUP_ADRENALINE:
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case SOUND_PICKUP_ARMOUR:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
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break;
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case SOUND_80:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_WEAPON_LEFT;
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center = true;
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staticFreq = true;
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break;
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case SOUND_PICKUP_BONUS:
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case SOUND_FRONTEND_MENU_STARTING:
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case SOUND_HUD_SOUND:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_INFO_LEFT;
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center = true;
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break;
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case SOUND_PICKUP_MONEY:
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stereo = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_MONEY_LEFT;
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break;
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case SOUND_PICKUP_HIDDEN_PACKAGE:
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case SOUND_PICKUP_PACMAN_PILL:
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case SOUND_PICKUP_PACMAN_PACKAGE:
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case SOUND_PICKUP_FLOAT_PACKAGE:
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center = true;
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processedPickup = true;
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
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stereo = true;
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break;
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case SOUND_RACE_START_3:
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case SOUND_RACE_START_2:
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case SOUND_RACE_START_1:
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case SOUND_CLOCK_TICK:
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m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP;
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break;
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case SOUND_RACE_START_GO:
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
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break;
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case SOUND_PART_MISSION_COMPLETE:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE_LEFT;
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processedMission = true;
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center = true;
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break;
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case SOUND_FRONTEND_MENU_STARTING:
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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case SOUND_RACE_START_GO:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_GO_LEFT;
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center = true;
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break;
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case SOUND_FRONTEND_MENU_NEW_PAGE:
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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stereo = true;
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frontendBank = true;
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frontendBank = true;
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break;
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case SOUND_FRONTEND_MENU_SETTING_CHANGE:
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m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
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stereo = true;
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frontendBank = true;
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break;
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//case SOUND_FRONTEND_EXIT:
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// m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
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// stereo = true;
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// break;
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//case SOUND_FRONTEND_AUDIO_TEST:
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// m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
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// break;
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case SOUND_FRONTEND_FAIL:
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m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
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frontendBank = true;
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stereo = true;
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case SOUND_CLOCK_TICK:
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m_sQueueSample.m_nSampleIndex = SFX_TIMER;
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break;
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case SOUND_FRONTEND_NO_RADIO:
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case SOUND_FRONTEND_RADIO_CHANGE:
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m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
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break;
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//case SOUND_HUD_SOUND:
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// m_sQueueSample.m_nSampleIndex = SFX_INFO;
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// break;
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case SOUND_FRONTEND_RADIO_CHANGE_2:
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m_sQueueSample.m_nSampleIndex = SFX_HURRICANE_MA;
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break;
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case SOUND_BULLETTRACE_1:
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case SOUND_BULLETTRACE_2:
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[0] % 2) + SFX_BULLET_PASS_1;
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break;
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case SOUND_AMMUNATION_IMRAN_ARM_BOMB:
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m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
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break;
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case SOUND_RADIO_CHANGE:
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m_sQueueSample.m_nSampleIndex = (m_anRandomTable[1] % 2) ? radioDial + 1 : radioDial + 2;
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if (m_sQueueSample.m_nSampleIndex > SFX_RADIO_DIAL_12)
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m_sQueueSample.m_nSampleIndex -= 12;
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radioDial = m_sQueueSample.m_nSampleIndex;
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break;
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case SOUND_FRONTEND_HIGHLIGHT_OPTION:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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break;
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case SOUND_FRONTEND_ENTER_OR_ADJUST:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
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break;
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case SOUND_FRONTEND_BACK:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_BACK_LEFT;
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break;
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case SOUND_FRONTEND_FAIL:
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stereo = true;
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m_sQueueSample.m_nSampleIndex = SFX_FE_ERROR_LEFT;
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break;
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case SOUND_FRONTEND_AUDIO_TEST:
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m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_FE_NOISE_BURST_1;
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break;
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default:
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continue;
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}
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@ -6037,37 +6062,64 @@ cAudioManager::ProcessFrontEnd()
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}
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sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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if (sample == SFX_RAIN) {
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if (sample == SOUND_FRONTEND_NO_RADIO)
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m_sQueueSample.m_nFrequency = 28509;
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/*} else if (sample == SFX_PICKUP_1_LEFT) {
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if (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] == 1.0f)
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m_sQueueSample.m_nFrequency = 32000;
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else
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m_sQueueSample.m_nFrequency = 48000;*/
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} else {
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else if (sample == SOUND_FRONTEND_RADIO_CHANGE)
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m_sQueueSample.m_nFrequency = 32000;
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else if (sample == SOUND_BULLETTRACE_1 || sample == SOUND_BULLETTRACE_2) {
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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}
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m_sQueueSample.m_nVolume = 110;
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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} else if (staticFreq)
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m_sQueueSample.m_nFrequency = 5382;
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else
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nVolume = 127;
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if (m_sQueueSample.m_nSampleIndex == SFX_HURRICANE_MA && CWeather::Wind > 1.0f)
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m_sQueueSample.m_nVolume = (CWeather::Wind - 1.0f) * m_sQueueSample.m_nVolume;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nLoopCount = 1;
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m_sQueueSample.m_bReleasingSoundFlag = true;
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m_sQueueSample.m_nBankIndex = frontendBank ? SFX_BANK_FRONT_END_MENU : SFX_BANK_0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_FRONT_END_MENU;
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m_sQueueSample.m_nReleasingVolumeModificator = 0;
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m_sQueueSample.m_bIs2D = true;
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m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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if (stereo)
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m_sQueueSample.m_nOffset = m_anRandomTable[0] & 31;
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else
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m_sQueueSample.m_fDistance = 1.0f;
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if (stereo)
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m_sQueueSample.m_nOffset = 0;
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else {
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sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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if (sample == SOUND_BULLETTRACE_1) {
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m_sQueueSample.m_nOffset = 20;
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m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_fDistance = 100.0f;
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}
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||||
if (sample == SOUND_BULLETTRACE_2) {
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m_sQueueSample.m_nOffset = 107;
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m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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||||
m_sQueueSample.m_nReleasingVolumeModificator = 10;
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||||
m_sQueueSample.m_fDistance = 100.0f;
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||||
}
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m_sQueueSample.m_nOffset = 63;
|
||||
}
|
||||
m_sQueueSample.m_bReverbFlag = false;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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||||
if (stereo) {
|
||||
++m_sQueueSample.m_nSampleIndex;
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m_sQueueSample.m_nCounter = iSound++;
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m_sQueueSample.m_nOffset = MAX_VOLUME - m_sQueueSample.m_nOffset;
|
||||
m_sQueueSample.m_nOffset = 127 - m_sQueueSample.m_nOffset;
|
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AddSampleToRequestedQueue();
|
||||
}
|
||||
if (center) {
|
||||
++m_sQueueSample.m_nSampleIndex;
|
||||
m_sQueueSample.m_nCounter = iSound++;
|
||||
m_sQueueSample.m_nOffset = 63;
|
||||
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
|
||||
AddSampleToRequestedQueue();
|
||||
}
|
||||
}
|
||||
|
@ -321,8 +321,8 @@ public:
|
||||
void ProcessEntity(int32 sound); // done
|
||||
void ProcessExplosions(int32 explosion); // done
|
||||
void ProcessFireHydrant(); // done
|
||||
void ProcessFires(int32 entity); // done
|
||||
void ProcessFrontEnd(); //
|
||||
void ProcessFires(int32 entity); //
|
||||
void ProcessFrontEnd(); // done
|
||||
void ProcessGarages(); //
|
||||
void ProcessCarHeli(cVehicleParams* params); // done
|
||||
void ProcessVehicleFlatTyre(cVehicleParams* params); // done
|
||||
@ -418,7 +418,7 @@ public:
|
||||
|
||||
CVehicle *FindVehicleOfPlayer(); //done
|
||||
void SetPedTalkingStatus(CPed *ped, uint8 status);
|
||||
void SetPlayersMood(uint8 mood, int32 time);
|
||||
void SetPlayersMood(uint8 mood, uint32 time);
|
||||
|
||||
#ifdef GTA_PC
|
||||
// only used in pc
|
||||
|
@ -5,9 +5,6 @@
|
||||
#include "AudioManager.h"
|
||||
#include "AudioScriptObject.h"
|
||||
#include "sampman.h"
|
||||
#include "Font.h"
|
||||
#include "Text.h"
|
||||
#include "crossplatform.h"
|
||||
|
||||
cDMAudio DMAudio;
|
||||
|
||||
@ -241,13 +238,13 @@ cDMAudio::PlayFrontEndSound(uint16 frontend, uint32 volume)
|
||||
}
|
||||
|
||||
void
|
||||
cDMAudio::PlayRadioAnnouncement(uint8 announcement)
|
||||
cDMAudio::PlayRadioAnnouncement(uint32 announcement)
|
||||
{
|
||||
MusicManager.PlayAnnouncement(announcement);
|
||||
}
|
||||
|
||||
void
|
||||
cDMAudio::PlayFrontEndTrack(uint8 track, uint8 frontendFlag)
|
||||
cDMAudio::PlayFrontEndTrack(uint32 track, uint8 frontendFlag)
|
||||
{
|
||||
MusicManager.PlayFrontEndTrack(track, frontendFlag);
|
||||
}
|
||||
@ -271,7 +268,7 @@ cDMAudio::ChangeMusicMode(uint8 mode)
|
||||
}
|
||||
|
||||
void
|
||||
cDMAudio::PreloadCutSceneMusic(uint8 track)
|
||||
cDMAudio::PreloadCutSceneMusic(uint32 track)
|
||||
{
|
||||
MusicManager.PreloadCutSceneMusic(track);
|
||||
}
|
||||
@ -337,7 +334,7 @@ cDMAudio::SetRadioInCar(uint32 radio)
|
||||
}
|
||||
|
||||
void
|
||||
cDMAudio::SetRadioChannel(int8 radio, int32 pos)
|
||||
cDMAudio::SetRadioChannel(uint32 radio, int32 pos)
|
||||
{
|
||||
MusicManager.SetRadioChannelByScript(radio, pos);
|
||||
}
|
||||
@ -373,7 +370,7 @@ cDMAudio::SetPedTalkingStatus(CPed *ped, uint8 status)
|
||||
}
|
||||
|
||||
void
|
||||
cDMAudio::SetPlayersMood(uint8 mood, int32 time)
|
||||
cDMAudio::SetPlayersMood(uint8 mood, uint32 time)
|
||||
{
|
||||
return AudioManager.SetPlayersMood(mood, time);
|
||||
}
|
||||
|
@ -69,15 +69,15 @@ public:
|
||||
void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
|
||||
|
||||
void PlayFrontEndSound(uint16 frontend, uint32 volume);
|
||||
void PlayRadioAnnouncement(uint8 announcement);
|
||||
void PlayFrontEndTrack(uint8 track, uint8 frontendFlag);
|
||||
void PlayRadioAnnouncement(uint32 announcement);
|
||||
void PlayFrontEndTrack(uint32 track, uint8 frontendFlag);
|
||||
void StopFrontEndTrack(void);
|
||||
|
||||
void ResetTimers(uint32 time);
|
||||
|
||||
void ChangeMusicMode(uint8 mode);
|
||||
|
||||
void PreloadCutSceneMusic(uint8 track);
|
||||
void PreloadCutSceneMusic(uint32 track);
|
||||
void PlayPreloadedCutSceneMusic(void);
|
||||
void StopCutSceneMusic(void);
|
||||
|
||||
@ -90,14 +90,14 @@ public:
|
||||
|
||||
uint8 GetRadioInCar(void);
|
||||
void SetRadioInCar(uint32 radio);
|
||||
void SetRadioChannel(int8 radio, int32 pos);
|
||||
void SetRadioChannel(uint32 radio, int32 pos);
|
||||
|
||||
void SetStartingTrackPositions(uint8 isStartGame);
|
||||
float *GetListenTimeArray();
|
||||
uint32 GetFavouriteRadioStation();
|
||||
int32 GetRadioPosition(uint32 station);
|
||||
void SetPedTalkingStatus(class CPed *ped, uint8 status);
|
||||
void SetPlayersMood(uint8 mood, int32 time);
|
||||
void SetPlayersMood(uint8 mood, uint32 time);
|
||||
void ShutUpPlayerTalking(uint8 state);
|
||||
};
|
||||
extern cDMAudio DMAudio;
|
||||
|
@ -618,7 +618,7 @@ cMusicManager::ServiceGameMode()
|
||||
}
|
||||
if (RadioStaticCounter < 2 && CTimer::GetTimeInMilliseconds() > RadioStaticTimer + 800)
|
||||
{
|
||||
AudioManager.PlayOneShot(AudioManager.m_nFrontEndEntity, SOUND_194, 0.0f);
|
||||
AudioManager.PlayOneShot(AudioManager.m_nFrontEndEntity, SOUND_RADIO_CHANGE, 0.0f);
|
||||
RadioStaticCounter++;
|
||||
RadioStaticTimer = CTimer::GetTimeInMilliseconds();
|
||||
}
|
||||
|
@ -193,15 +193,12 @@ enum eSound : uint16
|
||||
SOUND_WEAPON_MINIGUN_2,
|
||||
SOUND_WEAPON_MINIGUN_3,
|
||||
SOUND_AMMUNATION_IMRAN_ARM_BOMB,
|
||||
SOUND_194,
|
||||
|
||||
// TODO(Miami): They're frontend sounds but names are copy-paste and incorrect
|
||||
SOUND_FRONTEND_MENU_NEW_PAGE,
|
||||
SOUND_RADIO_CHANGE,
|
||||
SOUND_FRONTEND_HIGHLIGHT_OPTION,
|
||||
SOUND_FRONTEND_ENTER_OR_ADJUST,
|
||||
SOUND_FRONTEND_BACK,
|
||||
SOUND_FRONTEND_FAIL,
|
||||
SOUND_FRONTEND_MENU_SETTING_CHANGE,
|
||||
SOUND_FRONTEND_MENU_BACK,
|
||||
SOUND_FRONTEND_AUDIO_TEST,
|
||||
|
||||
SOUND_INJURED_PED_MALE_OUCH,
|
||||
SOUND_INJURED_PED_FEMALE,
|
||||
SOUND_SET_202,
|
||||
|
Reference in New Issue
Block a user