Audio fixes
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@@ -10,6 +10,7 @@
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#include "sampman.h"
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#include "Camera.h"
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#include "World.h"
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#include "ZoneCull.h"
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cAudioManager AudioManager;
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@@ -589,7 +590,7 @@ cAudioManager::AddSampleToRequestedQueue()
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}
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m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
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m_sQueueSample.m_bLoopEnded = false;
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if (m_sQueueSample.m_bIs2D) {
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if (m_sQueueSample.m_bIs2D || CCullZones::InRoomForAudio()) {
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m_sQueueSample.m_bRequireReflection = false;
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m_sQueueSample.m_nLoopsRemaining = 0;
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}
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@@ -601,6 +602,9 @@ cAudioManager::AddSampleToRequestedQueue()
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}
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m_sQueueSample.m_bRequireReflection = false;
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if ( m_bReverb && m_sQueueSample.m_bIs2D )
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m_sQueueSample.field_4C = 30;
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if (!m_bDynamicAcousticModelingStatus)
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m_sQueueSample.m_bReverbFlag = false;
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@@ -647,9 +651,9 @@ cAudioManager::AddReflectionsToRequestedQueue()
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emittingVolume = m_sQueueSample.m_nVolume;
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oldFreq = m_sQueueSample.m_nFrequency;
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} else {
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emittingVolume = (m_sQueueSample.m_nVolume / 2) + (m_sQueueSample.m_nVolume / 16);
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emittingVolume = (9 * m_sQueueSample.m_nVolume) / 16;
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}
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m_sQueueSample.m_fSoundIntensity = m_sQueueSample.m_fSoundIntensity / 2.f;
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m_sQueueSample.m_fSoundIntensity /= 2.f;
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int halfOldFreq = oldFreq >> 1;
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