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@ -107,6 +107,8 @@ enum TFilterMapping
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//-----------------------------------------------
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CSoundManager::CSoundManager(IProgressCallback * /* progressCallBack */)
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: _AudioMixer(NULL),
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_GroupControllerEffects(NULL),
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_GroupControllerEffectsGame(NULL),
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_EnvSoundRoot(NULL),
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_UserEntitySoundLevel(1.0f),
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_Sources(NULL)
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@ -139,6 +141,7 @@ CSoundManager::~CSoundManager()
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NL3D::UParticleSystemSound::setPSSound(NULL);
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_GroupControllerEffects = NULL;
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_GroupControllerEffectsGame = NULL;
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// free the audio mixer (and delete all sources)
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delete _AudioMixer;
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@ -407,6 +410,7 @@ void CSoundManager::reset ()
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NL3D::UParticleSystemSound::setPSSound(NULL);
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_GroupControllerEffects = NULL;
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_GroupControllerEffectsGame = NULL;
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delete _AudioMixer;
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_AudioMixer = NULL;
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@ -482,7 +486,8 @@ void CSoundManager::init(IProgressCallback *progressCallBack)
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new CSoundAnimManager(_AudioMixer);
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// get the controller group for effects
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_GroupControllerEffects = _AudioMixer->getGroupController("effects");
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_GroupControllerEffects = _AudioMixer->getGroupController("sound:effects");
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_GroupControllerEffectsGame = _AudioMixer->getGroupController("sound:effects:game");
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// restore the volume
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SoundMngr->setSFXVolume(ClientCfg.SoundSFXVolume);
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@ -1543,7 +1548,8 @@ void CSoundManager::updateVolume()
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_AudioMixer->setEventMusicVolume(_GameMusicVolume);
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// update sfx volume
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_GroupControllerEffects->setGain(_FadeSFXVolume, _SFXVolume);
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_GroupControllerEffects->setGain(_SFXVolume);
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_GroupControllerEffectsGame->setGain(_FadeSFXVolume);
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}
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}
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