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Merge remote-tracking branch 'origin/master' into miami
# Conflicts: # src/audio/AudioLogic.cpp # src/audio/soundlist.h # src/control/Script.cpp # src/control/ScriptCommands.h # src/core/Cam.cpp # src/core/Camera.cpp # src/core/Camera.h # src/core/Frontend.cpp # src/core/Frontend.h # src/core/Game.cpp # src/core/MenuScreens.cpp # src/core/Pad.cpp # src/core/Pad.h # src/core/config.h # src/entities/Entity.cpp # src/render/Credits.cpp # src/render/Fluff.cpp # src/render/Hud.cpp # src/render/MBlur.cpp # src/render/Timecycle.cpp # src/skel/glfw/glfw.cpp # src/skel/win/win.cpp # src/text/Text.cpp
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@ -4775,8 +4775,8 @@ cAudioManager::ProcessFrontEnd()
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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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frontendBank = 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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@ -5906,4 +5906,4 @@ cAudioManager::ProcessMissionAudio()
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field_5538 = 127;
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}
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}
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#pragma endregion All the mission audio stuff
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#pragma endregion All the mission audio stuff
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@ -234,6 +234,12 @@ cAudioManager::SetEffectsFadeVol(uint8 volume) const
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SampleManager.SetEffectsFadeVolume(volume);
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}
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void
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cAudioManager::SetMonoMode(uint8 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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@ -385,9 +391,9 @@ cAudioManager::ReacquireDigitalHandle() const
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}
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void
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cAudioManager::SetDynamicAcousticModelingStatus(bool status)
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cAudioManager::SetDynamicAcousticModelingStatus(uint8 status)
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{
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m_bDynamicAcousticModelingStatus = status;
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m_bDynamicAcousticModelingStatus = status!=0;
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}
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bool
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@ -967,4 +973,4 @@ cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, floa
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return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume / quatIntensity;
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return emittingVolume;
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}
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#endif
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#endif
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@ -383,14 +383,14 @@ public:
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void ServicePoliceRadioChannel(int32 wantedLevel);
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void ServiceSoundEffects();
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int8 SetCurrent3DProvider(uint8 which);
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void SetDynamicAcousticModelingStatus(bool status);
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void SetDynamicAcousticModelingStatus(uint8 status);
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void SetEffectsFadeVol(uint8 volume) const;
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void SetEffectsMasterVolume(uint8 volume) const;
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void SetEntityStatus(int32 id, uint8 status);
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uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
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void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
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void SetMissionScriptPoliceAudio(int32 sfx) const;
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void SetMonoMode(uint8); // todo (mobile)
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void SetMonoMode(uint8 mono);
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void SetMusicFadeVol(uint8 volume) const;
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void SetMusicMasterVolume(uint8 volume) const;
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void SetSpeakerConfig(int32 conf) const;
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@ -58,6 +58,12 @@ cDMAudio::DestroyAllGameCreatedEntities(void)
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AudioManager.DestroyAllGameCreatedEntities();
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}
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void
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cDMAudio::SetMonoMode(uint8 mono)
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{
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AudioManager.SetMonoMode(mono);
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}
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void
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cDMAudio::SetEffectsMasterVolume(uint8 volume)
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{
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@ -26,6 +26,7 @@ public:
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void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
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void DestroyAllGameCreatedEntities(void);
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void SetMonoMode(uint8 mono);
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void SetEffectsMasterVolume(uint8 volume);
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void SetMusicMasterVolume(uint8 volume);
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void SetEffectsFadeVol(uint8 volume);
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