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-rw-r--r--src/audio/AudioManager.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/audio/AudioManager.h b/src/audio/AudioManager.h
index 6ac6dda7..30f411a7 100644
--- a/src/audio/AudioManager.h
+++ b/src/audio/AudioManager.h
@@ -214,7 +214,7 @@ public:
int16 m_awAudioEvent[4];
uint8 gap_18[2];
float m_afVolume[4];
- uint8 m_Loops;
+ uint8 m_AudioEvents;
uint8 field_25[3];
// no methods
@@ -449,7 +449,7 @@ public:
float speedMultiplier) const; /// ok
int32 ComputePan(float, CVector *); /// ok
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; /// ok
- int32 CreateEntity(int32 type, CPhysical *entity); /// ok
+ int32 CreateEntity(int32 type, void* entity); /// ok
void DestroyAllGameCreatedEntities(); /// ok
void DestroyEntity(int32 id); /// ok
@@ -576,8 +576,8 @@ public:
void PlayerJustLeftCar() const; /// ok
void PostInitialiseGameSpecificSetup(); /// ok
void PostTerminateGameSpecificShutdown(); /// ok
- void PreInitialiseGameSpecificSetup() const; // ok
- void PreloadMissionAudio(char *); // todo
+ void PreInitialiseGameSpecificSetup() const; /// ok
+ void PreloadMissionAudio(const char *name); /// ok
void PreTerminateGameSpecificShutdown(); /// ok
/// processX - main logic of adding new sounds
void ProcessActiveQueues(); // todo
@@ -653,7 +653,7 @@ public:
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2,
float collisionPower, float intensity2); /// ok
void ReportCrime(int32 crime, const CVector *pos); /// ok
- void ResetAudioLogicTimers(int32 timer); /// ok
+ void ResetAudioLogicTimers(uint32 timer); /// ok
void ResetPoliceRadio(); /// ok
void ResetTimers(uint32 time); /// ok
@@ -666,7 +666,7 @@ public:
void SetDynamicAcousticModelingStatus(bool status);
void SetEffectsFadeVolume(uint8 volume) const;
void SetEffectsMasterVolume(uint8 volume) const;
- void SetEntityStatus(int32 id, bool status);
+ void SetEntityStatus(int32 id, uint8 status);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(cAudioCollision *audioCollision); /// ok
void SetMissionAudioLocation(float x, float y, float z);
void SetMissionScriptPoliceAudio(int32 sfx) const;