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-rw-r--r--src/control/GameLogic.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/control/GameLogic.cpp b/src/control/GameLogic.cpp
index a98315e2..5ec976d1 100644
--- a/src/control/GameLogic.cpp
+++ b/src/control/GameLogic.cpp
@@ -193,15 +193,15 @@ CGameLogic::Update()
pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_LOADING;
char name[12];
sprintf(name, pPlayerInfo.m_nCurrentBustedAudio >= 10 ? "bust_%d" : "bust_0%d", pPlayerInfo.m_nCurrentBustedAudio);
- DMAudio.ClearMissionAudio(); // TODO(MIAMI): argument is 0
- DMAudio.PreloadMissionAudio(name); // TODO(MIAMI): argument is 0
+ DMAudio.ClearMissionAudio(0); // TODO(MIAMI): argument is 0
+ DMAudio.PreloadMissionAudio(0, name); // TODO(MIAMI): argument is 0
pPlayerInfo.m_nCurrentBustedAudio = pPlayerInfo.m_nCurrentBustedAudio % 28 + 1; // enum? const? TODO
}
}
if (CTimer::GetTimeInMilliseconds() - pPlayerInfo.m_nWBTime > 4000 &&
pPlayerInfo.m_nBustedAudioStatus == BUSTEDAUDIO_LOADING &&
- DMAudio.GetMissionAudioLoadingStatus() == 1) { // TODO: argument is 0
- DMAudio.PlayLoadedMissionAudio(); // TODO: argument is 0
+ DMAudio.GetMissionAudioLoadingStatus(0) == 1) { // TODO: argument is 0
+ DMAudio.PlayLoadedMissionAudio(0); // TODO: argument is 0
pPlayerInfo.m_nBustedAudioStatus = BUSTEDAUDIO_DONE;
}