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@ -134,9 +134,9 @@ private:
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#else
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int initAudioHardware(int iMinSpeakers) { return iMinSpeakers; }
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#endif
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#ifdef __linux__
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void updateMiniAudio();
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#endif
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#ifdef __linux__
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void updateMiniAudio();
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#endif
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int GetRandomishTrack(int iStart, int iEnd);
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@ -60,7 +60,7 @@ const WCHAR* ConsoleSoundEngine::wchSoundNames[eSoundType_MAX] = {
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// 4J-PB - correct the name of the event for hitting ocelots
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L"mob/cat/hit", // eSoundType_MOB_CAT_HITT
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// L"mob/irongolem/throw", //
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//eSoundType_MOB_IRONGOLEM_THROW L"mob/irongolem/hit",
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// eSoundType_MOB_IRONGOLEM_THROW L"mob/irongolem/hit",
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//// eSoundType_MOB_IRONGOLEM_HIT L"mob/irongolem/death",
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//// eSoundType_MOB_IRONGOLEM_DEATH L"mob/irongolem/walk",
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//// eSoundType_MOB_IRONGOLEM_WALK
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@ -79,7 +79,7 @@ const WCHAR* ConsoleSoundEngine::wchSoundNames[eSoundType_MAX] = {
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L"random/orb", // eSoundType_RANDOM_ORB,
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L"random/break", // eSoundType_RANDOM_BREAK,
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L"block/chest/open", // eSoundType_RANDOM_CHEST_OPEN,
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L"block/chest/close", // eSoundType_RANDOM_CHEST_CLOSE,
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L"block/chest/close", // eSoundType_RANDOM_CHEST_CLOSE,
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L"random/door_open", // eSoundType_RANDOM_DOOR_OPEN,
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L"random/door_close", // eSoundType_RANDOM_DOOR_CLOSE,
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L"ambient/weather/rain", // eSoundType_AMBIENT_WEATHER_RAIN,
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@ -87,17 +87,17 @@ const WCHAR* ConsoleSoundEngine::wchSoundNames[eSoundType_MAX] = {
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L"ambient/cave/cave", // eSoundType_CAVE_CAVE, DON'T USE FOR XBOX 360!!!
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#ifdef _XBOX
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L"ambient/cave/cave2", // eSoundType_CAVE_CAVE2 - removed the two sounds
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//that were at 192k in the first ambient cave event
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// that were at 192k in the first ambient cave event
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#endif
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L"portal/portal", // eSoundType_PORTAL_PORTAL,
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// 4J-PB - added a couple that were still using std::wstring
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L"portal/trigger", // eSoundType_PORTAL_TRIGGER
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L"portal/travel", // eSoundType_PORTAL_TRAVEL
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L"fire/new_ignite", // eSoundType_FIRE_IGNITE,
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L"fire/fire", // eSoundType_FIRE_FIRE,
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L"fire/new_ignite", // eSoundType_FIRE_IGNITE,
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L"fire/fire", // eSoundType_FIRE_FIRE,
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// Renamed to damage/hit as the other file doesn't exist
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L"damage/hit", // eSoundType_DAMAGE_HURT,
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L"damage/hit", // eSoundType_DAMAGE_HURT,
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L"damage/fallsmall", // eSoundType_DAMAGE_FALL_SMALL,
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L"damage/fallbig", // eSoundType_DAMAGE_FALL_BIG,
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L"note/harp", // eSoundType_NOTE_HARP,
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