diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp index c3466b59..fc7d1bac 100644 --- a/src/audio/AudioManager.cpp +++ b/src/audio/AudioManager.cpp @@ -1390,18 +1390,20 @@ cAudioManager::ClearActiveSamples() } void -cAudioManager::LoadBankIfNecessary(uint8 bank) +cAudioManager::GenerateIntegerRandomNumberTable() { - if(!SampleManager.IsSampleBankLoaded(bank)) - SampleManager.LoadSampleBank(bank); + for (uint32 i = 0; i < ARRAY_SIZE(m_anRandomTable); i++) + m_anRandomTable[i] = myrand(); } +#ifdef GTA_PS2 void -cAudioManager::GenerateIntegerRandomNumberTable() +cAudioManager::LoadBankIfNecessary(uint8 bank) { - for (uint32 i = 0; i < ARRAY_SIZE(m_anRandomTable); i++) - m_anRandomTable[i] = myrand(); + if(!SampleManager.IsSampleBankLoaded(bank)) + SampleManager.LoadSampleBank(bank); } +#endif void cAudioManager::DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo) diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h index c5436cc0..fcf80c5a 100644 --- a/src/audio/AudioManager.h +++ b/src/audio/AudioManager.h @@ -359,7 +359,9 @@ public: void ClearRequestedQueue(); // inlined in vc void ClearActiveSamples(); void GenerateIntegerRandomNumberTable(); - void LoadBankIfNecessary(uint8 bank); +#ifdef GTA_PS2 + void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code +#endif void DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo = 0); #ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well