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Fix bullet trace sound offset
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793e1223de
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23755fdfb4
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@ -9038,24 +9038,25 @@ cAudioManager::ProcessFrontEnd()
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m_sQueueSample.m_nEmittingVolume = m_sQueueSample.m_nVolume;
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m_sQueueSample.m_nLoopStart = 0;
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m_sQueueSample.m_nLoopEnd = -1;
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m_sQueueSample.m_fDistance = 1.0f;
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if (stereo)
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if (stereo) {
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m_sQueueSample.m_nOffset = 0;
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else {
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m_sQueueSample.m_fDistance = 1.0f;
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} else {
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sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
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if (sample == SOUND_BULLETTRACE_1) {
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m_sQueueSample.m_nOffset = 20;
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m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_fDistance = 100.0f;
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}
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if (sample == SOUND_BULLETTRACE_2) {
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} else if (sample == SOUND_BULLETTRACE_2) {
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m_sQueueSample.m_nOffset = 107;
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m_sQueueSample.m_nVolume = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
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m_sQueueSample.m_nReleasingVolumeModificator = 10;
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m_sQueueSample.m_fDistance = 100.0f;
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} else {
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m_sQueueSample.m_nOffset = 63;
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m_sQueueSample.m_fDistance = 1.0f;
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}
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m_sQueueSample.m_nOffset = 63;
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}
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m_sQueueSample.m_bReverbFlag = FALSE;
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m_sQueueSample.m_bRequireReflection = FALSE;
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