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-rw-r--r--src/audio/AudioManager.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/audio/AudioManager.cpp b/src/audio/AudioManager.cpp
index 182aa0d5..366807c2 100644
--- a/src/audio/AudioManager.cpp
+++ b/src/audio/AudioManager.cpp
@@ -1110,7 +1110,12 @@ cAudioManager::ProcessActiveQueues()
#else
emittingVol = m_bDoubleVolume ? 2 * Min(63, m_asActiveSamples[j].m_nVolume) : m_asActiveSamples[j].m_nVolume;
#endif
+#ifdef GTA_PS2
+ {
+ SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex);
+#else
if (SampleManager.InitialiseChannel(k, m_asActiveSamples[k].m_nSampleIndex, m_asActiveSamples[k].m_nBankIndex)) {
+#endif
SampleManager.SetChannelFrequency(k, m_asActiveSamples[k].m_nFrequency);
bool8 isMobile = FALSE;
for (int32 l = 0; l < MISSION_AUDIO_SLOTS; l++) {
@@ -1132,8 +1137,10 @@ cAudioManager::ProcessActiveQueues()
SampleManager.SetChannelVolume(j, emittingVol);
SampleManager.SetChannelPan(j, m_asActiveSamples[j].m_nOffset);
#endif
+#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
+#endif
SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverbFlag);
#ifdef EXTERNAL_3D_SOUND
if (m_asActiveSamples[k].m_bIs2D) {