Audio: a bit more PS2 changes
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@ -6451,7 +6451,11 @@ cAudioManager::ProcessExplosions(int32 id)
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case EXPLOSION_TANK_GRENADE:
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case EXPLOSION_TANK_GRENADE:
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m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST;
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m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST;
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m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
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m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
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#ifdef GTA_PS2
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m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
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#else
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m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
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m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
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#endif
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m_sQueueSample.m_nPriority = 0;
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m_sQueueSample.m_nPriority = 0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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break;
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break;
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@ -6473,7 +6477,11 @@ cAudioManager::ProcessExplosions(int32 id)
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default:
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default:
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m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST;
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m_sQueueSample.m_MaxDistance = EXPLOSION_DEFAULT_MAX_DIST;
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m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
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m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
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#ifdef GTA_PS2
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m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
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#else
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m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
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m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
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#endif
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if (type == EXPLOSION_HELI)
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if (type == EXPLOSION_HELI)
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m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10;
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m_sQueueSample.m_nFrequency = 8 * m_sQueueSample.m_nFrequency / 10;
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m_sQueueSample.m_nPriority = 0;
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m_sQueueSample.m_nPriority = 0;
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@ -15,7 +15,11 @@
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cAudioManager AudioManager;
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cAudioManager AudioManager;
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#define SPEED_OF_SOUND 343.f
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#define SPEED_OF_SOUND 343.f
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#ifdef GTA_PS2
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#define TIME_SPENT 40
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#else
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#define TIME_SPENT 50
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#define TIME_SPENT 50
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#endif
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cAudioManager::cAudioManager()
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cAudioManager::cAudioManager()
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{
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{
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