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mark original bugs
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@ -886,7 +886,11 @@ cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_bIs2D = false;
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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#ifdef FIX_BUGS
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multiplier = (m_sQueueSample.m_fDistance / SOUND_INTENSITY) * 0.5f;
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#else
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multiplier = (m_sQueueSample.m_fDistance / 3.0f) * 0.5f;
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#endif
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freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
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m_sQueueSample.m_nFrequency = freq + freq * multiplier;
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m_sQueueSample.m_nLoopCount = 0;
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@ -6496,9 +6500,17 @@ cAudioManager::ProcessWaterCannon(int32)
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float distSquared = GetDistanceSquared(m_sQueueSample.m_vecPos);
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if (distSquared < SQR(SOUND_INTENSITY)) {
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m_sQueueSample.m_fDistance = Sqrt(distSquared);
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#ifdef FIX_BUGS
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m_sQueueSample.m_nVolume = ComputeVolume(50, SOUND_INTENSITY, m_sQueueSample.m_fDistance);
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#else
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m_sQueueSample.m_nVolume = ComputeVolume(50, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
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#endif
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if (m_sQueueSample.m_nVolume != 0) {
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#ifdef FIX_BUGS
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m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
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#else
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m_sQueueSample.m_fSoundIntensity = SQR(SOUND_INTENSITY);
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#endif
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m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nFrequency = 15591;
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