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Remove redundant SampleManager.InitialiseChannel call
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@@ -11401,7 +11401,6 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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case LOADING_STATUS_NOT_LOADED:
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case LOADING_STATUS_NOT_LOADED:
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// TODO: LoadMissionAudio
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// TODO: LoadMissionAudio
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SampleManager.LoadPedComment(m_sMissionAudio.m_nSampleIndex[slot]);
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SampleManager.LoadPedComment(m_sMissionAudio.m_nSampleIndex[slot]);
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SampleManager.InitialiseChannel(slot + CHANNEL_MISSION_AUDIO_1, m_sMissionAudio.m_nSampleIndex[slot], SFX_BANK_PED_COMMENTS);
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
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m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_LOADED;
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m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_LOADED;
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nFramesUntilFailedLoad[slot] = 0;
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nFramesUntilFailedLoad[slot] = 0;
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