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Merge branch 'miami' into lcs
# Conflicts: # src/audio/AudioManager.h
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commit
6df0cb1ddb
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@ -1389,13 +1389,6 @@ 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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@ -1403,6 +1396,15 @@ 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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void
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void
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cAudioManager::DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo)
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cAudioManager::DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo)
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{
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{
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@ -359,7 +359,9 @@ public:
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void ClearRequestedQueue(); // inlined in vc
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void ClearRequestedQueue(); // inlined in vc
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void ClearActiveSamples();
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void ClearActiveSamples();
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void GenerateIntegerRandomNumberTable();
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void GenerateIntegerRandomNumberTable();
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void LoadBankIfNecessary(uint8 bank);
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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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#endif
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void DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo = 0);
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void DirectlyEnqueueSample(uint32 sample, uint8 bank, uint32 counter, uint32 priority, uint32 freq, uint8 volume, uint8 framesToPlay, uint32 notStereo = 0);
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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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