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Audio: ps2 code ifdef
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9bb34fab25
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2 changed files with 11 additions and 7 deletions
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@ -1199,13 +1199,6 @@ cAudioManager::ClearActiveSamples()
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}
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}
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}
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}
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void
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cAudioManager::LoadBankIfNecessary(uint8 bank)
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{
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if(!SampleManager.IsSampleBankLoaded(bank))
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SampleManager.LoadSampleBank(bank);
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}
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void
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void
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cAudioManager::GenerateIntegerRandomNumberTable()
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cAudioManager::GenerateIntegerRandomNumberTable()
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{
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{
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@ -1213,6 +1206,15 @@ cAudioManager::GenerateIntegerRandomNumberTable()
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m_anRandomTable[i] = myrand();
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m_anRandomTable[i] = myrand();
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}
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}
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#ifdef GTA_PS2
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void
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cAudioManager::LoadBankIfNecessary(uint8 bank)
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{
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if(!SampleManager.IsSampleBankLoaded(bank))
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SampleManager.LoadSampleBank(bank);
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}
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#endif
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#ifdef EXTERNAL_3D_SOUND
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#ifdef EXTERNAL_3D_SOUND
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void
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void
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cAudioManager::AdjustSamplesVolume()
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cAudioManager::AdjustSamplesVolume()
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@ -318,7 +318,9 @@ public:
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void ClearRequestedQueue(); // inlined on PS2
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void ClearRequestedQueue(); // inlined on PS2
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void ClearActiveSamples();
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void ClearActiveSamples();
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void GenerateIntegerRandomNumberTable(); // inlined on PS2
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void GenerateIntegerRandomNumberTable(); // inlined on PS2
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#ifdef GTA_PS2
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void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
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void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
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#endif
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#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
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#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
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void AdjustSamplesVolume();
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void AdjustSamplesVolume();
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