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some "optimizations". same like I did in VC
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@ -1930,7 +1930,6 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE;
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break;
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case NEW_DOOR:
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default:
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m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
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break;
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case TRUCK_DOOR:
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@ -1939,9 +1938,12 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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case BUS_DOOR:
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m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
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break;
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default:
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m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE;
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break;
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}
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
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m_sQueueSample.m_nCounter = event + 22; //originaly used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i], which is same
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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@ -1975,7 +1977,7 @@ cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
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break;
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}
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m_sQueueSample.m_nBankIndex = SFX_BANK_0;
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m_sQueueSample.m_nCounter = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
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m_sQueueSample.m_nCounter = event + 10; //also used m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]
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m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
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m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 32);
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m_sQueueSample.m_nReleasingVolumeModificator = 3;
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