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feat(sound): add SESound::s_Initialized
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@ -4,6 +4,7 @@
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#define LOG_WRITE(result, ...) \
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SESound::Log_Write(__LINE__, __FILE__, result, __VA_ARGS__);
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int32_t SESound::s_Initialized;
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FMOD::System* SESound::s_pGameSystem;
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void* FSoundAllocCallback(uint32_t size, FMOD_MEMORY_TYPE type, const char* sourcestr) {
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@ -36,6 +37,8 @@ FMOD::SoundGroup* SESound::CreateSoundGroup(const char* name, int32_t maxAudible
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}
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void SESound::Init(int32_t maxChannels, int32_t* a2, int32_t enableReverb, int32_t enableSoftwareHRTF, int32_t* numChannels, int32_t* outputDriverIndex, const char* outputDriverName, void* a8, int32_t a9) {
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SESound::s_Initialized = 0;
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// TODO
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FMOD_INITFLAGS fmodFlags = FMOD_INIT_NORMAL;
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@ -150,6 +153,8 @@ void SESound::Init(int32_t maxChannels, int32_t* a2, int32_t enableReverb, int32
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// TODO
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SESound::s_Initialized = 1;
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LOG_WRITE(FMOD_OK, " - FMOD System Init OK!");
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LOG_WRITE(FMOD_OK, "=> Game Sound is ready.");
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LOG_WRITE(FMOD_OK, " ");
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@ -7,6 +7,7 @@
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class SESound {
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public:
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// Static variables
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static int32_t s_Initialized;
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static FMOD::System* s_pGameSystem;
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// Static functions
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