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Audio: PS2 pager code
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1c426fdff1
commit
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@ -3791,6 +3791,12 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound)
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maxDist = PED_COMMENT_MAX_DIST;
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} else {
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switch (sound) {
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#ifdef GTA_PS2
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case SOUND_PAGER:
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maxDist = PED_COMMENT_MAX_DIST;
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pedComment.m_nSampleIndex = SFX_PAGER;
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break;
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#endif
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case SOUND_PED_HELI_PLAYER_FOUND:
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maxDist = PED_COMMENT_POLICE_HELI_MAX_DIST;
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pedComment.m_nSampleIndex = m_anRandomTable[m_sQueueSample.m_nEntityIndex % 4] % 29 + SFX_POLICE_HELI_1;
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@ -3845,6 +3851,12 @@ cAudioManager::SetupPedComments(cPedParams ¶ms, uint16 sound)
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m_sPedComments.Add(&pedComment);
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}
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}
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#ifdef GTA_PS2
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else {
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m_sQueueSample.m_nVolume = MAX_VOLUME;
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pedComment.m_nProcess = 40;
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}
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#endif
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}
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}
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@ -8132,9 +8144,17 @@ cAudioManager::ProcessFrontEnd()
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m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP;
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break;
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case SOUND_PAGER:
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// TODO: ps2 code
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#ifdef GTA_PS2
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{
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cPedParams pedParams;
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pedParams.m_bDistanceCalculated = TRUE;
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SetupPedComments(pedParams, SOUND_PAGER);
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continue;
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}
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#else
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m_sQueueSample.m_nSampleIndex = SFX_PAGER;
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break;
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#endif
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case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
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m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
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break;
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