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authorSergeanur <s.anureev@yandex.ua>2021-07-27 23:52:46 +0200
committerSergeanur <s.anureev@yandex.ua>2021-07-27 23:55:22 +0200
commit49ee711c7555ad4685829178e6fb6b4199a87d37 (patch)
tree85a93017ad7d79b1a9e90ad0b8e9990cbaf7fa33 /src/audio/AudioManager.h
parentAudioLogic type fixes and reordering (before peds) (diff)
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Diffstat (limited to '')
-rw-r--r--src/audio/AudioManager.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index a3216e07..450a8818 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -255,8 +255,8 @@ public:
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
- bool8 IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
- bool8 ShouldDuckMissionAudio(uint8 slot) const;
+ bool8 IsMissionAudioSamplePlaying(uint8 slot); // { return m_sMissionAudio.m_nPlayStatus == 1; }
+ bool8 ShouldDuckMissionAudio(uint8 slot);
// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); // inlined in vc
@@ -389,7 +389,7 @@ public:
float GetCollisionRatio(float a, float b, float c, float d); // inlined in vc
float GetDistanceSquared(const CVector &v); // inlined in vc
int32 GetJumboTaxiFreq(); // inlined in vc
- uint8 GetMissionAudioLoadingStatus(uint8 slot) const;
+ uint8 GetMissionAudioLoadingStatus(uint8 slot);
int8 GetMissionScriptPoliceAudioPlayingStatus();
uint8 GetNum3DProvidersAvailable();
uint32 GetPedCommentSfx(CPed *ped, int32 sound);
@@ -410,7 +410,7 @@ public:
void LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
- bool8 MissionScriptAudioUsesPoliceChannel(int32 soundMission) const;
+ bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
void PlayLoadedMissionAudio(uint8 slot);
void PlayOneShot(int32 index, uint16 sound, float vol);