audiomanager refactoring, removed unused mapsound preloads
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3954 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+11
-10
@@ -363,25 +363,28 @@ class audiomanager
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locvector locations;
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oggstream *gamemusic;
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void preloadmapsound(entity &e);
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public:
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audiomanager();
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// init
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// init & setup
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void initsound();
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void soundcleanup();
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void preloadmapsound(entity &e);
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void preloadmapsounds();
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void applymapsoundchanges();
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void setchannels(int num);
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// setup
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// configuration
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void setchannels(int num);
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void setlistenervol(int vol);
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int addsound(char *name, int vol, int maxuses, bool loop, vector<soundconfig> &sounds, bool load, int audibleradius);
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int addsound(char *name, int vol, int maxuses, bool loop, vector<soundconfig> &sounds, bool load, int audibleradius);
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void registermusic(char *name);
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void mutesound(int n, int off);
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void unmuteallsounds();
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int soundmuted(int n);
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// cleanup
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void detachsounds(class playerent *owner);
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void soundcleanup();
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void clearworldsounds(bool fullclean = true);
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void mapsoundreset();
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void stopsound();
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@@ -402,9 +405,7 @@ public:
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void playsoundc(int n, physent *p = NULL);
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void sound(int n);
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int findsound(char *name, int vol, vector<soundconfig> &sounds);
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void mutesound(int n, int off);
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void unmuteallsounds();
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int soundmuted(int n);
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void detachsounds(class playerent *owner);
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// update
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void updateplayerfootsteps(class playerent *p);
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