mirror of
https://github.com/halpz/re3.git
synced 2025-06-28 13:56:21 +00:00
Peds, eSound and PedState enum, fixes
This commit is contained in:
@ -1639,27 +1639,31 @@ cAudioManager::UsesSirenSwitching(int32 model) const
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}
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}
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void
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bool
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cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
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{
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const float SOUND_INTENSITY = 110.0f;
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if (params->m_fDistance < SQR(SOUND_INTENSITY)) {
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CVehicle *veh = params->m_pVehicle;
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if (veh->m_bSirenOrAlarm == false && veh->m_nAlarmState <= 0)
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return;
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if (veh->m_bSirenOrAlarm == false && !veh->IsAlarmOn())
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return true;
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if (veh->IsAlarmOn()) {
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if (CTimer::GetTimeInMilliseconds() > veh->m_bRainAudioCounter)
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veh->m_bRainAudioCounter = CTimer::GetTimeInMilliseconds() + 750;
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if (veh->m_bRainAudioCounter < CTimer::GetTimeInMilliseconds() + 375)
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return true;
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}
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#ifdef FIX_BUGS
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if (params->m_pVehicle->GetStatus() == STATUS_WRECKED)
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return;
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#endif
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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m_sQueueSample.m_nVolume = ComputeVolume(veh->bIsDrowning ? 20 : 80, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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if (m_sQueueSample.m_nVolume != 0) {
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m_sQueueSample.m_nCounter = 5;
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if (UsesSiren(params->m_nIndex)) {
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if (params->m_pVehicle->GetStatus() == STATUS_ABANDONED)
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return;
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return true;
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if (veh->m_nCarHornTimer && params->m_nIndex != FIRETRUK) {
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m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST;
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if (params->m_nIndex == FBICAR)
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@ -1689,8 +1693,11 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
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m_sQueueSample.m_bReverbFlag = true;
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m_sQueueSample.m_bRequireReflection = false;
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AddSampleToRequestedQueue();
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}
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}
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return true;
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} else
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return true;
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} else
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return false;
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}
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bool
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@ -2144,8 +2151,8 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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maxDist = SQR(SOUND_INTENSITY);
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break;
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}*/
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case SOUND_18:
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case SOUND_19: {
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case SOUND_TRAIN_DOOR_CLOSE:
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case SOUND_TRAIN_DOOR_OPEN: {
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const float SOUND_INTENSITY = 35.0f;
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m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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@ -2235,7 +2242,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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break;
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}
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case SOUND_BOMB_TIMED_ACTIVATED:
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case SOUND_55:
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case SOUND_91:
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case SOUND_BOMB_ONIGNITION_ACTIVATED:
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case SOUND_BOMB_TICK: {
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const float SOUND_INTENSITY = 50.0f;
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@ -2259,14 +2266,14 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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pedParams.m_fDistance = params->m_fDistance;
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SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND);
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continue;
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case SOUND_PED_BODYCAST_HIT:
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/* case SOUND_PED_BODYCAST_HIT:
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pedParams.m_pPed = nil;
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pedParams.m_bDistanceCalculated = false;
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pedParams.m_fDistance = 0.0f;
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pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
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pedParams.m_fDistance = params->m_fDistance;
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SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT);
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continue;
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continue; */
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case SOUND_WATER_FALL: {
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const float SOUND_INTENSITY = 40.0f;
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m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
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@ -2499,7 +2506,7 @@ cAudioManager::ProcessBoatEngine(cVehicleParams *params)
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m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
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if (LastAccel > 20) {
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oneShotVol = LastVol;
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PlayOneShot(m_sQueueSample.m_nEntityIndex, SOUND_17, oneShotVol);
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PlayOneShot(m_sQueueSample.m_nEntityIndex, SOUND_BOAT_SLOWDOWN, oneShotVol);
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}
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} else {
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emittingVol = 105 * padAccelerate / 255 + 15;
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@ -3604,8 +3611,6 @@ cAudioManager::ProcessPedOneShots(cPedParams *params)
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m_sQueueSample.m_bRequireReflection = true;
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break;
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case SOUND_WEAPON_AK47_BULLET_ECHO:
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case SOUND_WEAPON_UZI_BULLET_ECHO:
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case SOUND_WEAPON_M16_BULLET_ECHO:
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m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
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m_sQueueSample.m_nBankIndex = SAMPLEBANK_MAIN;
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m_sQueueSample.m_nCounter = iSound++;
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@ -3781,11 +3786,11 @@ cAudioManager::SetupPedComments(cPedParams *params, uint32 sound)
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CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
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if (sound != SOUND_PAGER) {
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switch (sound) {
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case SOUND_AMMUNATION_WELCOME_1:
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/*case SOUND_AMMUNATION_WELCOME_1:
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case SOUND_AMMUNATION_WELCOME_2:
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case SOUND_AMMUNATION_WELCOME_3:
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emittingVol = MAX_VOLUME;
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break;
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break; */
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default:
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if (CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(), m_sQueueSample.m_vecPos, true, false, false, false, false, false))
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emittingVol = MAX_VOLUME;
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@ -4664,10 +4669,6 @@ cAudioManager::ProcessFrontEnd()
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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stereo = true;
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break;
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case SOUND_FRONTEND_MENU_DENIED:
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m_sQueueSample.m_nSampleIndex = SFX_FE_HIGHLIGHT_LEFT;
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stereo = true;
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break;
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case SOUND_FRONTEND_MENU_SUCCESS:
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m_sQueueSample.m_nSampleIndex = SFX_FE_SELECT_LEFT;
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stereo = true;
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@ -4687,7 +4688,7 @@ cAudioManager::ProcessFrontEnd()
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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_A0:
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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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default:
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@ -339,7 +339,7 @@ public:
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void ProcessVehicleOneShots(cVehicleParams *params);
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bool ProcessVehicleReverseWarning(cVehicleParams *params);
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bool ProcessVehicleRoadNoise(cVehicleParams *params);
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void ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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bool ProcessVehicleSirenOrAlarm(cVehicleParams *params);
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void ProcessVehicleSkidding(cVehicleParams *params);
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void ProcessWaterCannon(int32);
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void ProcessWeather(int32 id);
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@ -16,8 +16,10 @@ enum eSound : uint16
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SOUND_CAR_DOOR_OPEN_BACK_RIGHT,
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SOUND_CAR_WINDSHIELD_CRACK,
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SOUND_CAR_JUMP,
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SOUND_E,
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SOUND_F,
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SOUND_CAR_JUMP_2,
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SOUND_CAR_TYRE_POP,
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SOUND_16,
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SOUND_17,
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SOUND_CAR_ENGINE_START,
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SOUND_CAR_LIGHT_BREAK,
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SOUND_CAR_HYDRAULIC_1,
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@ -25,12 +27,14 @@ enum eSound : uint16
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SOUND_CAR_HYDRAULIC_3,
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SOUND_CAR_JERK,
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SOUND_CAR_SPLASH,
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SOUND_17,
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SOUND_18,
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SOUND_19,
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SOUND_BOAT_SLOWDOWN,
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SOUND_TRAIN_DOOR_CLOSE,
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SOUND_TRAIN_DOOR_OPEN,
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SOUND_CAR_TANK_TURRET_ROTATE,
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SOUND_CAR_BOMB_TICK,
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SOUND_PLANE_ON_GROUND,
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SOUND_31,
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SOUND_32,
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SOUND_STEP_START,
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SOUND_STEP_END,
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SOUND_FALL_LAND,
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@ -47,13 +51,15 @@ enum eSound : uint16
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SOUND_FIGHT_PUNCH_FROM_BEHIND_42,
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SOUND_FIGHT_KNEE_OR_KICK_43,
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SOUND_FIGHT_KICK_44,
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SOUND_2D,
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SOUND_49,
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SOUND_WEAPON_BAT_ATTACK,
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SOUND_WEAPON_UNK_MELEE_ATTACK,
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SOUND_WEAPON_CHAINSAW_ATTACK,
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SOUND_WEAPON_CHAINSAW_IDLE,
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SOUND_WEAPON_CHAINSAW_MADECONTACT,
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SOUND_WEAPON_SHOT_FIRED,
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SOUND_WEAPON_RELOAD,
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SOUND_WEAPON_AK47_BULLET_ECHO,
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SOUND_WEAPON_UZI_BULLET_ECHO,
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SOUND_WEAPON_M16_BULLET_ECHO,
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SOUND_WEAPON_FLAMETHROWER_FIRE,
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SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM,
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SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM,
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@ -66,8 +72,8 @@ enum eSound : uint16
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SOUND_GARAGE_BOMB1_SET,
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SOUND_GARAGE_BOMB2_SET,
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SOUND_GARAGE_BOMB3_SET,
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SOUND_40,
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SOUND_41,
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SOUND_70,
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SOUND_71,
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SOUND_GARAGE_VEHICLE_DECLINED,
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SOUND_GARAGE_VEHICLE_ACCEPTED,
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SOUND_GARAGE_DOOR_CLOSED,
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@ -76,8 +82,8 @@ enum eSound : uint16
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SOUND_PICKUP_WEAPON_BOUGHT,
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SOUND_PICKUP_WEAPON,
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SOUND_PICKUP_HEALTH,
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SOUND_4A,
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SOUND_4B,
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SOUND_80,
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SOUND_81,
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SOUND_PICKUP_ADRENALINE,
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SOUND_PICKUP_ARMOUR,
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SOUND_PICKUP_BONUS,
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@ -87,7 +93,7 @@ enum eSound : uint16
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SOUND_PICKUP_PACMAN_PACKAGE,
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SOUND_PICKUP_FLOAT_PACKAGE,
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SOUND_BOMB_TIMED_ACTIVATED,
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SOUND_55,
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SOUND_91,
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SOUND_BOMB_ONIGNITION_ACTIVATED,
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SOUND_BOMB_TICK,
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SOUND_RAMPAGE_START,
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@ -99,48 +105,62 @@ enum eSound : uint16
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SOUND_EVIDENCE_PICKUP,
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SOUND_UNLOAD_GOLD,
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SOUND_PAGER,
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SOUND_PED_DEATH, // 103 in VC
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SOUND_PED_DAMAGE, // 104 in VC
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SOUND_PED_HIT, // 105 in VC
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SOUND_PED_LAND, // hopefully 106 in VC
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SOUND_PED_DEATH,
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SOUND_PED_DAMAGE,
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SOUND_PED_HIT,
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SOUND_PED_LAND,
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SOUND_PED_BULLET_HIT,
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SOUND_PED_BOMBER,
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SOUND_PED_BURNING, // 108 in VC
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SOUND_PED_ARREST_FBI,
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SOUND_PED_ARREST_SWAT,
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SOUND_PED_BURNING,
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SOUND_PED_PLAYER_REACTTOCOP,
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SOUND_PED_ARREST_COP,
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SOUND_111,
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SOUND_PED_COP_HELIPILOTPHRASE,
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SOUND_PED_PULLOUTWEAPON,
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SOUND_PED_HELI_PLAYER_FOUND,
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SOUND_115,
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SOUND_PED_ON_FIRE,
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SOUND_PED_AIMING,
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SOUND_PED_HANDS_UP,
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SOUND_PED_HANDS_COWER,
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SOUND_PED_FLEE_SPRINT, // 120 in VC
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SOUND_PED_FLEE_SPRINT,
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SOUND_PED_CAR_JACKING,
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SOUND_PED_MUGGING,
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SOUND_PED_CAR_JACKED,
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SOUND_PED_ROBBED,
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SOUND_PED_TAXI_WAIT, // 137 in VC
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SOUND_PED_ACCIDENTREACTION1,
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SOUND_PED_UNK_126,
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SOUND_PED_PLAYER_AFTERSEX,
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SOUND_PED_PLAYER_BEFORESEX,
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SOUND_PED_COP_UNK_129, // also used for medics
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SOUND_PED_COP_MANYCOPSAROUND, // also used for medics
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SOUND_PED_GUNAIMEDAT2,
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SOUND_PED_COP_ALONE, // also used for medics
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SOUND_PED_GUNAIMEDAT3,
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SOUND_PED_COP_REACTION,
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SOUND_PED_COP_LITTLECOPSAROUND, // also used for medics
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SOUND_PED_PLAYER_FARFROMCOPS, // also used for medics
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SOUND_PED_TAXI_WAIT,
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SOUND_PED_ATTACK,
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SOUND_PED_DEFEND,
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SOUND_PED_PURSUIT_ARMY,
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SOUND_PED_PURSUIT_FBI,
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SOUND_PED_PURSUIT_SWAT,
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SOUND_PED_PURSUIT_COP,
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SOUND_PED_HEALING,
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SOUND_PED_7B,
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SOUND_140,
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SOUND_PED_LEAVE_VEHICLE,
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SOUND_PED_EVADE, // 142 in VC
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SOUND_PED_EVADE,
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SOUND_PED_FLEE_RUN,
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SOUND_PED_CAR_COLLISION, // 144-145-146 in VC
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SOUND_PED_CAR_COLLISION,
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SOUND_PED_BOAT_COLLISION,
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SOUND_PED_HORN_ACTIVE,
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SOUND_PED_147,
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SOUND_PED_SOLICIT,
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SOUND_PED_149,
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SOUND_PED_150,
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SOUND_PED_EXTINGUISHING_FIRE,
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SOUND_PED_WAIT_DOUBLEBACK,
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SOUND_153,
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SOUND_PED_CHAT_SEXY,
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SOUND_PED_CHAT_EVENT,
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SOUND_PED_PED_COLLISION,
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SOUND_PED_CHAT,
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SOUND_PED_BODYCAST_HIT,
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SOUND_PED_TAXI_CALL,
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SOUND_INJURED_PED_MALE_OUCH,
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SOUND_INJURED_PED_FEMALE,
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SOUND_INJURED_PED_MALE_PRISON,
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SOUND_RACE_START_3,
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SOUND_RACE_START_2,
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SOUND_RACE_START_1,
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@ -151,25 +171,43 @@ enum eSound : uint16
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SOUND_CAR_PED_COLLISION,
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SOUND_CLOCK_TICK,
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SOUND_PART_MISSION_COMPLETE,
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SOUND_FRONTEND_MENU_STARTING,
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SOUND_FRONTEND_MENU_STARTING, // same with SOUND_HUD_SOUND
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// TODO(Miami): What are 170-175??
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SOUND_FRONTEND_NO_RADIO = 176, // those 3 are all same sound
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SOUND_FRONTEND_RADIO_CHANGE,
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SOUND_FRONTEND_RADIO_CHANGE_2,
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SOUND_HUD_SOUND,
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SOUND_180,
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SOUND_181,
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SOUND_182,
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SOUND_LIGHTNING,
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SOUND_BULLETTRACE_1,
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SOUND_BULLETTRACE_2,
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SOUND_186, // makes same sound with 40
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SOUND_187, // makes same sound with 46
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SOUND_MELEE_ATTACK_START,
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SOUND_189,
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SOUND_WEAPON_MINIGUN_ATTACK,
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SOUND_WEAPON_MINIGUN_2,
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SOUND_WEAPON_MINIGUN_3,
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SOUND_AMMUNATION_IMRAN_ARM_BOMB,
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SOUND_194,
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// TODO(Miami): They're frontend sounds but names are copy-paste and incorrect
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SOUND_FRONTEND_MENU_COMPLETED,
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SOUND_FRONTEND_MENU_DENIED,
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SOUND_FRONTEND_FAIL,
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SOUND_FRONTEND_MENU_SUCCESS,
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SOUND_FRONTEND_EXIT,
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SOUND_9A,
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SOUND_9B,
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SOUND_FRONTEND_AUDIO_TEST,
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SOUND_FRONTEND_FAIL,
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SOUND_FRONTEND_NO_RADIO,
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SOUND_FRONTEND_RADIO_CHANGE,
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SOUND_A0,
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SOUND_AMMUNATION_WELCOME_1,
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SOUND_AMMUNATION_WELCOME_2,
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SOUND_AMMUNATION_WELCOME_3,
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SOUND_LIGHTNING,
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SOUND_A5,
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SOUND_TOTAL_SOUNDS,
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SOUND_NO_SOUND,
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SOUND_INJURED_PED_MALE_OUCH,
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SOUND_INJURED_PED_FEMALE,
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SOUND_SET_202,
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SOUND_SET_203,
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SOUND_TOTAL_SOUNDS = 204,
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SOUND_NO_SOUND = 205,
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};
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