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re3/src/audio/DMAudio.h

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#pragma once
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#include "audio_enums.h"
#include "soundlist.h"
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#include "Crime.h"
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#define AEHANDLE_IS_FAILED(h) ((h)<0)
#define AEHANDLE_IS_OK(h) ((h)>=0)
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class cAudioScriptObject;
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class CEntity;
class cDMAudio
{
public:
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~cDMAudio()
{ }
void Initialise(void);
void Terminate(void);
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void Service(void);
int32 CreateEntity(eAudioType type, void *UID);
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void DestroyEntity(int32 audioEntity);
void SetEntityStatus(int32 audioEntity, uint8 status);
void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
void DestroyAllGameCreatedEntities(void);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
void SetMusicFadeVol(uint8 volume);
uint8 GetNum3DProvidersAvailable(void);
char *Get3DProviderName(uint8 id);
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int8 AutoDetect3DProviders(void);
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int8 GetCurrent3DProviderIndex(void);
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 config);
bool IsMP3RadioChannelAvailable(void);
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void ReleaseDigitalHandle(void);
void ReacquireDigitalHandle(void);
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void SetDynamicAcousticModelingStatus(uint8 status);
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bool CheckForAnAudioFileOnCD(void);
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char GetCDAudioDriveLetter(void);
bool IsAudioInitialised(void);
void ReportCrime(eCrimeType crime, CVector const &pos);
int32 CreateLoopingScriptObject(cAudioScriptObject *scriptObject);
void DestroyLoopingScriptObject(int32 audioEntity);
void CreateOneShotScriptObject(cAudioScriptObject *scriptObject);
void PlaySuspectLastSeen(float x, float y, float z);
void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
void PlayFrontEndSound(uint16 frontend, uint32 volume);
void PlayRadioAnnouncement(uint8 announcement);
void PlayFrontEndTrack(uint8 track, uint8 frontendFlag);
void StopFrontEndTrack(void);
void ResetTimers(uint32 time);
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void ChangeMusicMode(uint8 mode);
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void PreloadCutSceneMusic(uint8 track);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
void PreloadMissionAudio(char *missionAudio);
uint8 GetMissionAudioLoadingStatus(void);
void SetMissionAudioLocation(float x, float y, float z);
void PlayLoadedMissionAudio(void);
bool IsMissionAudioSampleFinished(void);
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void ClearMissionAudio(void);
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uint8 GetRadioInCar(void);
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void SetRadioInCar(uint32 radio);
void SetRadioChannel(int8 radio, int32 pos);
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};
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extern cDMAudio DMAudio;