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Cleanup audio
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@ -4,8 +4,7 @@
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#include "DMAudio.h"
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#include "common.h"
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struct tActiveSample
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{
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struct tActiveSample {
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int32 m_nEntityIndex;
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int32 m_counter;
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int32 m_nSampleIndex;
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@ -75,8 +74,7 @@ enum eAudioType : int32 {
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class CPhysical;
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class CAutomobile;
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struct tAudioEntity
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{
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struct tAudioEntity {
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eAudioType m_nType;
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void *m_pEntity;
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bool m_bIsUsed;
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@ -92,8 +90,7 @@ struct tAudioEntity
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static_assert(sizeof(tAudioEntity) == 40, "tAudioEntity: error");
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struct tPedComment
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{
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struct tPedComment {
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int32 m_nSampleIndex;
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int32 m_entityIndex;
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CVector m_vecPos;
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@ -318,8 +315,8 @@ public:
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void ClearMissionAudio(); /// ok
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void ClearRequestedQueue(); /// ok
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int32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
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float speedMultiplier) const; /// ok
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int32 ComputePan(float, CVector *); /// ok
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float speedMultiplier) const; /// ok
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int32 ComputePan(float, CVector *); /// ok
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uint32 ComputeVolume(int emittingVolume, float soundIntensity, float distance) const; /// ok
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int32 CreateEntity(int32 type, CPhysical *entity); /// ok
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@ -448,9 +445,9 @@ public:
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void PlayerJustLeftCar() const; /// ok
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void PostInitialiseGameSpecificSetup(); /// ok
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void PostTerminateGameSpecificShutdown(); /// ok
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void PreInitialiseGameSpecificSetup() const; //ok
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void PreloadMissionAudio(char *); // todo
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void PreTerminateGameSpecificShutdown(); /// ok
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void PreInitialiseGameSpecificSetup() const; // ok
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void PreloadMissionAudio(char *); // todo
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void PreTerminateGameSpecificShutdown(); /// ok
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/// processX - main logic of adding new sounds
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void ProcessActiveQueues(); // todo
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bool ProcessAirBrakes(cVehicleParams *params); /// ok
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