From 5bcdb933a78abb2b9b8d6648d17502240bd9fd29 Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Sat, 22 May 2021 13:08:26 +0300 Subject: Use bool8 in audio code --- src/audio/DMAudio.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'src/audio/DMAudio.cpp') diff --git a/src/audio/DMAudio.cpp b/src/audio/DMAudio.cpp index 7c99e89f..bc77361f 100644 --- a/src/audio/DMAudio.cpp +++ b/src/audio/DMAudio.cpp @@ -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); } @@ -142,7 +142,7 @@ cDMAudio::SetSpeakerConfig(int32 config) AudioManager.SetSpeakerConfig(config); } -bool +bool8 cDMAudio::IsMP3RadioChannelAvailable(void) { return AudioManager.IsMP3RadioChannelAvailable(); @@ -161,12 +161,12 @@ cDMAudio::ReacquireDigitalHandle(void) } void -cDMAudio::SetDynamicAcousticModelingStatus(uint8 status) +cDMAudio::SetDynamicAcousticModelingStatus(bool8 status) { AudioManager.SetDynamicAcousticModelingStatus(status); } -bool +bool8 cDMAudio::CheckForAnAudioFileOnCD(void) { return AudioManager.CheckForAnAudioFileOnCD(); @@ -178,7 +178,7 @@ cDMAudio::GetCDAudioDriveLetter(void) return AudioManager.GetCDAudioDriveLetter(); } -bool +bool8 cDMAudio::IsAudioInitialised(void) { return AudioManager.IsAudioInitialised(); @@ -196,7 +196,7 @@ 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; } @@ -214,7 +214,7 @@ cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject) if ( AEHANDLE_IS_OK(audioEntity) ) { - AudioManager.SetEntityStatus(audioEntity, true); + AudioManager.SetEntityStatus(audioEntity, TRUE); AudioManager.PlayOneShot(audioEntity, scriptObject->AudioId, 0.0f); } } @@ -244,7 +244,7 @@ cDMAudio::PlayRadioAnnouncement(uint32 announcement) } void -cDMAudio::PlayFrontEndTrack(uint32 track, uint8 frontendFlag) +cDMAudio::PlayFrontEndTrack(uint32 track, bool8 frontendFlag) { MusicManager.PlayFrontEndTrack(track, frontendFlag); } @@ -309,7 +309,7 @@ cDMAudio::PlayLoadedMissionAudio(uint8 slot) AudioManager.PlayLoadedMissionAudio(slot); } -bool +bool8 cDMAudio::IsMissionAudioSampleFinished(uint8 slot) { return AudioManager.IsMissionAudioSampleFinished(slot); @@ -340,7 +340,7 @@ cDMAudio::SetRadioChannel(uint32 radio, int32 pos) } void -cDMAudio::SetStartingTrackPositions(uint8 isStartGame) +cDMAudio::SetStartingTrackPositions(bool8 isStartGame) { MusicManager.SetStartingTrackPositions(isStartGame); } @@ -364,7 +364,7 @@ cDMAudio::GetRadioPosition(uint32 station) } void -cDMAudio::SetPedTalkingStatus(CPed *ped, uint8 status) +cDMAudio::SetPedTalkingStatus(CPed *ped, bool8 status) { return AudioManager.SetPedTalkingStatus(ped, status); } @@ -376,7 +376,7 @@ cDMAudio::SetPlayersMood(uint8 mood, uint32 time) } void -cDMAudio::ShutUpPlayerTalking(uint8 state) +cDMAudio::ShutUpPlayerTalking(bool8 state) { AudioManager.m_bIsPlayerShutUp = state; } \ No newline at end of file -- cgit v1.2.3