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Fix cAudioManager::ProcessVehicleEngine return type, rename Sound Intensity
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4 changed files with 380 additions and 379 deletions
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@ -27,10 +27,12 @@ public:
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uint8 m_nEmittingVolume;
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#endif
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float m_fSpeedMultiplier;
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float m_fSoundIntensity;
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float m_SoundIntensity;
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bool8 m_bReleasingSoundFlag;
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CVector m_vecPos;
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bool8 m_bReverbFlag;
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#ifndef GTA_PS2
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bool8 m_bReverbFlag; // TODO: ifdef all the occurrences
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#endif
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uint8 m_nLoopsRemaining;
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bool8 m_bRequireReflection; // Used for oneshots
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uint8 m_nOffset;
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@ -219,10 +221,8 @@ public:
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tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
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int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
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int32 m_nAudioEntitiesTotal;
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#ifdef GTA_PC
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CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
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float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
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#endif
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cAudioScriptObjectManager m_sAudioScriptObjectManager;
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// miami
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@ -301,10 +301,8 @@ public:
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void InterrogateAudioEntities(); // inlined
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void AddSampleToRequestedQueue();
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void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
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#ifdef GTA_PC
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void AddReflectionsToRequestedQueue();
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void UpdateReflections();
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#endif
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void AddReleasingSounds();
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void ProcessActiveQueues();
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void ClearRequestedQueue(); // inlined in vc
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@ -341,7 +339,7 @@ public:
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void ProcessVehicleFlatTyre(cVehicleParams ¶ms);
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bool8 ProcessVehicleRoadNoise(cVehicleParams ¶ms);
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bool8 ProcessWetRoadNoise(cVehicleParams ¶ms);
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void ProcessVehicleEngine(cVehicleParams ¶ms);
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bool8 ProcessVehicleEngine(cVehicleParams ¶ms);
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void UpdateGasPedalAudio(CVehicle *veh, int vehType);
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void PlayerJustGotInCar();
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void PlayerJustLeftCar();
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