Use bool8 in audio code

This commit is contained in:
Sergeanur
2021-05-22 12:11:50 +03:00
parent 596e12b897
commit 786e101acf
26 changed files with 1183 additions and 1183 deletions

View File

@@ -39,7 +39,7 @@ cDMAudio::DestroyEntity(int32 audioEntity)
}
void
cDMAudio::SetEntityStatus(int32 audioEntity, uint8 status)
cDMAudio::SetEntityStatus(int32 audioEntity, bool8 status)
{
AudioManager.SetEntityStatus(audioEntity, status);
}
@@ -57,7 +57,7 @@ cDMAudio::DestroyAllGameCreatedEntities(void)
}
void
cDMAudio::SetMonoMode(uint8 mono)
cDMAudio::SetMonoMode(bool8 mono)
{
AudioManager.SetMonoMode(mono);
}
@@ -128,7 +128,7 @@ cDMAudio::SetSpeakerConfig(int32 config)
AudioManager.SetSpeakerConfig(config);
}
bool
bool8
cDMAudio::IsMP3RadioChannelAvailable(void)
{
return AudioManager.IsMP3RadioChannelAvailable();
@@ -147,12 +147,12 @@ cDMAudio::ReacquireDigitalHandle(void)
}
void
cDMAudio::SetDynamicAcousticModelingStatus(uint8 status)
cDMAudio::SetDynamicAcousticModelingStatus(bool8 status)
{
AudioManager.SetDynamicAcousticModelingStatus(status);
}
bool
bool8
cDMAudio::CheckForAnAudioFileOnCD(void)
{
return AudioManager.CheckForAnAudioFileOnCD();
@@ -164,7 +164,7 @@ cDMAudio::GetCDAudioDriveLetter(void)
return AudioManager.GetCDAudioDriveLetter();
}
bool
bool8
cDMAudio::IsAudioInitialised(void)
{
return AudioManager.IsAudioInitialised();
@@ -182,7 +182,7 @@ cDMAudio::CreateLoopingScriptObject(cAudioScriptObject *scriptObject)
int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);
if ( AEHANDLE_IS_OK(audioEntity) )
AudioManager.SetEntityStatus(audioEntity, true);
AudioManager.SetEntityStatus(audioEntity, TRUE);
return audioEntity;
}
@@ -200,7 +200,7 @@ cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject)
if ( AEHANDLE_IS_OK(audioEntity) )
{
AudioManager.SetEntityStatus(audioEntity, true);
AudioManager.SetEntityStatus(audioEntity, TRUE);
AudioManager.PlayOneShot(audioEntity, scriptObject->AudioId, 0.0f);
}
}
@@ -230,7 +230,7 @@ cDMAudio::PlayRadioAnnouncement(uint8 announcement)
}
void
cDMAudio::PlayFrontEndTrack(uint8 track, uint8 frontendFlag)
cDMAudio::PlayFrontEndTrack(uint8 track, bool8 frontendFlag)
{
MusicManager.PlayFrontEndTrack(track, frontendFlag);
}
@@ -295,7 +295,7 @@ cDMAudio::PlayLoadedMissionAudio(void)
AudioManager.PlayLoadedMissionAudio();
}
bool
bool8
cDMAudio::IsMissionAudioSampleFinished(void)
{
return AudioManager.IsMissionAudioSampleFinished();