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Audio: fix PS2 ifdefs
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@@ -1372,7 +1372,9 @@ cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams& params, CAutomobile *
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#else
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#else
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if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
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if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
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return;
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return;
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#endif
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SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
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SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
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SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
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#endif
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#endif
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}
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}
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@@ -267,8 +267,8 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
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#endif
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#endif
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SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
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SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
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SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
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SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
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SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
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SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
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#endif
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#endif
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SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
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SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
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