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Fix bugs in cAudioManager::DirectlyEnqueueSample
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1 changed files with 18 additions and 5 deletions
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@ -1406,22 +1406,35 @@ 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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SET_EMITTING_VOLUME(volume);
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m_sQueueSample.m_nPriority = priority;
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m_sQueueSample.m_nFramesToPlay = framesToPlay;
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m_sQueueSample.m_bReflections = FALSE;
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m_sQueueSample.m_nLoopCount = 0;
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SET_LOOP_OFFSETS(sample)
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#ifdef FIX_BUGS
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m_sQueueSample.m_bIs2D = TRUE;
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#else
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m_sQueueSample.m_bIs2D = FALSE;
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#endif
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m_sQueueSample.m_bStatic = FALSE;
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SET_SOUND_REVERB(FALSE);
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#ifdef FIX_BUGS
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m_sQueueSample.m_nPan = 63;
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AddSampleToRequestedQueue();
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#else
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// this is dumb and wrong, what were they thinking?
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m_sQueueSample.m_nPan = 0;
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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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#endif
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}
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#ifdef EXTERNAL_3D_SOUND
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