summaryrefslogblamecommitdiffstats
path: root/src/audio/AudioManager.cpp
blob: 0c4b007f6bf2c2d73cecff155c5b9c28b58c1619 (plain) (tree)
1
2
3
4
5
6
7
8
9
8603
8604
8605
8606
8607
8608
8609
8610
8611
8612
8613
8614
8615
8616
8617
8618
8619
8620
8621
8622
8623
8624
8625
8626
8627
8628
8629
8630
8631
8632
8633
8634
8635
8636
8637
8638
8639
8640
8641
8642
8643
8644
8645
8646
8647
8648
8649
8650
8651
8652
8653
8654
8655
8656
8657
8658
8659
8660
8661
8662
8663
8664
8665
8666
8667
8668
8669
8670
8671
8672
8673
8674
8675
8676
8677
8678
8679
8680
8681
8682
8683
8684
8685
8686
8687
8688
8689
8690
8691
8692
8693
8694
8695
8696
8697
8698
8699
8700
8701
8702
8703
8704
8705
8706
8707
8708
8709
8710
8711
8712
8713
8714
8715
8716
8717
8718
8719
8720
8721
8722
8723
8724
8725
8726
8727
8728
8729
8730
8731
8732
8733
8734
8735
8736
8737
8738
8739
8740
8741
8742
8743
8744
8745
8746
8747
8748
8749
8750
8751
8752
8753
8754
8755
8756
8757
8758
8759
8760
8761
8762
8763
8764
8765
8766
8767
8768
8769
8770
8771
8772
8773
8774
8775
8776
8777
8778
8779
8780
8781
8782
8783
8784
8785
8786
8787
8788
8789
8790
8791
8792
8793
8794
8795
8796
8797
8798
8799
8800
8801
8802
8803
8804
8805
8806
8807
8808
8809
8810
8811
8812
8813
8814
8815
8816
8817
8818
8819
8820
8821
8822
8823
8824
8825
8826
8827
8828
8829
8830
8831
8832
8833
8834
8835
8836
8837
8838
8839
8840
8841
8842
8843
8844
8845
8846
8847
8848
8849
8850
8851
8852
8853
8854
8855
8856
8857
8858
8859
8860
8861
8862
8863
8864
8865
8866
8867
8868
8869
8870
8871
8872
8873
8874
8875
8876
8877
8878
8879
8880
8881
8882
8883
8884
8885
8886
8887
8888
8889
8890
8891
8892
8893
8894
8895
8896
8897
8898
8899
8900
8901
8902
8903
8904
8905
8906
8907
8908
8909
8910
8911
8912
8913
8914
8915
8916
8917
8918
8919
8920
8921
8922
8923
8924
8925
8926
8927
8928
8929
8930
8931
8932
8933
8934
8935
8936
8937
8938
8939
8940
8941
8942
8943
8944
8945
8946
8947
8948
8949
8950
8951
8952
8953
8954
8955
8956
8957
8958
8959
8960
8961
8962
8963
8964
8965
8966
8967
8968
8969
8970
8971
8972
8973
8974
8975
8976
8977
8978
8979
8980
8981
8982
8983
8984
8985
8986
8987
8988
8989
8990
8991
8992
8993
8994
8995
8996
8997
8998
8999
9000
9001
9002
9003
9004
9005
9006
9007
9008
9009
9010
9011
9012
9013
9014
9015
9016
9017
9018
9019
9020
9021
9022
9023
9024
9025
9026
                   
 
 
                        
                         
 
                       

                   
                   
                   
                    
                   
                      
                 
                    
                    
                        
                 
                         
                         
                
                
                     
                      
                  
                      
                  

                           
                   
                  
                         
                  
                         
                    
                        
                    

                     
 
                           











                                
 













                                                                  
                                     
 
                                       



                                                                              


                                                                                                 























                                                                                  
  
 
                                        
 



                                                                                         
 
                                                    
                    






































































                 
 
                          


                                

  
                                                                                         
 












                                                                   




                                   


                                                                                            
                
                                                           
         
 




                                                                                   



                                            

                                                                                                    


                                      
 


                                                                                                   

         
                                              








                             

                                                   
 
                                        
                                                      



                                                                                                   

                                                                    

                                                                                         
                                                                   
                                                                                 
                                                                                  
                                                                                      
                                                               
                                                                                                    
                                                                 

                                                                                         


                                                                     
                                                                                  
                                                                              
                                             


                                               
                                                                                                    
                                      


                                                                                                 
                         
                                                                                 
                                                              
                                                                                                   
 
                                                                                    

                                                                                         
                                

                                                                                        

                         
                                                                    
                                                                  

                                                                             
                                                                 



                                                                                                  



                                                                 
                                   
                                                        
                                                        
                        
                                                         
                                                       

                                                          
                                                                               



                                                                                                 
                                                                              


                         


                                                                                
                                                      
         

 

                              
                                 
                    
                                
























                                                              

 
    

                                                           


                                        



                                                                                          


                                      
                                                                                        

                                                                                    

                 
                                                                    


    

                                                                                              


                                                                                                   
                                                    
                                                       
                                                              

                                                                 


                                                        
                                                                     



                                                                  



                                                                                          
                                                         
                                                         
                                                             

                                                            








                                               
                                                                                                 
 
                                                                          


                                                                             
                                                                                                 
                                                                  

                                                                                         


                                                                                                   
                                                                                    
                                                                                    
                                                                         

                                                                                      




                                                                                             
                                                                                           
                                                                                          





                                                                    
 
    

                                   
                                          
 


                                                                        
                                                                                         
                                                 



                                                                                               






                                                                                              

                                                    
                         

                                   
                                                                                   
                                                                               
                                                          
                                                                          




                                                                                     
                                         

                                                                                        
                                                         
                                         
                                                                                   
                                 



                                                                                       
                                 
                                                                 
                         
                                                                         
                                                    

                 
 

    


                                          
                          


                                                                 

                                                                                 

                                                                                 




                                                                                                  


                                                                             
                                                                      
                                                    
                                            
                                                                    







                                                                                     
                                                            
 
                                                                                           
 
                                                                                
 
                                                            




                                                                  
                                                                  
 
                             
                                                        
                                      
         


    
                                              
 
                                                       


    


                                                     
                                                                    
                                                    
                                                                
                                                                       

                                                                       



                                                           

                                                            


                                                      
                                                               

                                                                
                                                               
                                                             

                                                                   
                                                                   
                                                           
                                                           
                                                                  



         
                                  
 

                                                           

                                                                             

                                                    

                                                            

         
 



                                                     
                                                                                      





                                                                                                
                                                                           




                                                                              
                                                                                      
                                                                  
                                                          
                                                                                  
                                        
                                                                                 
                                 

                                                                                                    


                         


                       
     
                                                   
 
                                                           
 

                                                              

 

                                                                                              





                                                          


                                                                                              



                              
     
                                                     
 


                                                                         
                                                                   



                                                                        
                                                                



                                                                                        
                                                               



                                                                            
                                         

 


                                              


                                   
                                                                           






                                                                      
                                                                                    
                                                            

                                                                                                 

                                                              

                                                                                     
                                                         




                                               
                                                                           

         



                                      

                                                                         
                                                        


                                                                   





                                                                                       






                                       

                                       

                                                                    

 

                                            
 

                                          
 
                       


                                                                                                    
                                        
         
                   

 

                                         
 


                                          
 
                                           
                                                                       

                                                                                           
 
                                                        

                                                                                           
                                                                      
         
 


                                                                      

 

                                          
 


                                          
 
                                            
                                                                       

                                                                                            
 
                                                        

                                                                                           
                                                                       
         
 


                                                                      
 
 





                                          
 
                                           
                                                                      

                                                                                           
 
                                                        

                                                                                           
                                                                      
         
 


                                                                    

 

                                          
 


                                          
 
                                                                                    
 
                                                

                                                                                   
                                                                
 


                                                                      

 

                                           
 

                                          
 
                       





                                                                            
                                                                                                    





                                                                                   

                                                     


                                                                                

 

                                             
 
                                            

 

                                                
 

                                          
 
                       


                                                                          

                                                                                                    


                                                                               
                                     
                                                                              
                      


                                                                                                   
                                                     




                   
                                                

                   
                                          
 
                                           
                                                                                        
                
                                                                                         
                                                                                           
         



                                                               


      
                                          

                   
                                          
 
                       






                                                                                                   
                                                     




                   
                                           

                   
                                          
 
                       





                                                                                  

                                                                                                   





                                                                                    
                                                                                                
                                                     
         


                                                                                                


      
                                           

                   
                                          
 
                       








                                                                                  

                                                                                                   





                                                                                    
                                                                                                
                                                     


                   

      
                                            
 
                   
                                          
 
                       


                                                                                 
                                   
                                              
                                                    
                      





                                                                                   

                                                                                                    





                                                                                     
                                                                                                 
                                                     
         


                                                                                  


      
                                            

                   
                                          
 
                       





                                                                                   

                                                                                                    


                                                                                     
                                                                                                 
                                                     
         


                                                                                                  


      
                                            

                   
                                          
 
                       
                                                                                 


                                                                                   


                                                                                                    





                                                                                     
                                                                                                 
                                                     
         


                                                                                                  


      
                                               

                   
                                          
 
                       

















                                                                                        
                                                                                                    
                                                     
         



                                                            








                                          








                                                                                 

                                                                                                  





                                                                                   
                                                                                               
 
                                                            
         


                                                                                              








                                                   


                                                                                    
                                                                                         








                                                                                   
                                     
                                                                                        
                      
                                                            



                   

                                                   
 



                                          


                                                                                    
                                                                                         








                                                                                   
                                     
                                                                                        
                      
                                                            

                   
 
 






                                             




















                                                                                         
                                                     










                                                                   


                                                                                        
                                  
                                                                                         
                      








                                                                                      
                                     
                                                                                            

                                 
                                                                                     
                      
                                                                                                 


                                                     


                                                                       









                                                  








                                                                                     
                                     
                                                                                        

                                       
                                                                                
                      
                                                                                             











                                                     








                                                                                     
                                     
                                                                                        

                                       
                                                                                
                      
                                                                                                    












                                                       
                                                                               

                                  
                                                                               
                      

                                                                                                  
                                
                                                                                    

                                     
                                                                                  

                                  
                                                                             
                      
                                                                                              












                                                       
                                                                                          

                                  
                                                                                          
                      
                                                                                     


                                                                                      
                                
                                                                                               

                                     
                                                                                             

                                  
                                                                                        
                      


                                                                                     











                                                       





                                                                               

                                                                                                  


                                                                                    
                                     
                                                                                  
                      


                                                                             
                                                                                              












                                                       
                                                                                       

                                  
                                                                                       
                      





                                                                                    
                                     
                                                                                          

                                  
                                                                                     
                      


                                                                                  












                                                       
                                                                                       
                      





                                                                                    
                                     
                                                                                          

                                       
                                                                                  

                                  
                                                                                     
                      


                                                                                  












                                                           
                                                                                      
                      
                                                                                  
                              
                                                                                   
                      


                                                                                   
                                     
                                                                                          

                               
                                                                                     
                      


                                                                                  

                                                       


                                                                                            









                                                           
                                                                                    

                              
                                                                                   
                      


                                                                                   
                                     
                                                                                          

                               
                                                                                     
                      


                                                                                  

                                                       


                                                                                            









                                                           
                                                                                               

                              
                                                                                            

                             
                                                                                            

                                
                                                                                                    

                                     
                                                                                                  

                                  
                                                                                             
                      


                                                                                           












                                                             
                                                                                                 
                      
                                                                                                   
                              
                                                                                              

                             
                                                                                             

                                     
                                                                                                    

                                  
                                                                                               
                      


                                                                                            












                                                       
                                                                                         

                                  
                                                                                         
                      





                                                                                     
                                     
                                                                                            
                      





                                                                                     












                                                        
                                                                                           

                                  
                                                                                           
                      





                                                                                       
                                     
                                                                                              
                      
                                 
                                                                                       
                      


                                                                                      












                                                        
                                                                                           
                      





                                                                                        
                                     
                                                                                              
                      
                                                                                           


                                                                                      












                                                          
                                                                                             
                      





                                                                                          
                                     
                                                                                                

                                  
                                                                                           
                      


                                                                                        












                                                       
                                                                                        

                                  
                                                                                        
                      








                                                                                     
                                     
                                                                                           
                      


                                                                                   

                                                     



                                                               









                                                          
                                                                                              
                      





                                                                                           
                                     
                                                                                                 

                                  
                                                                                            
                      


                                                                                         












                                                            
                                                                                                

                              
                                                                                             
                      


                                                                                            
                                     
                                                                                                   

                                  
                                                                                              
                      


                                                                                           












                                                       
                                                                                        
                      





                                                                                    
                                     
                                                                                           
                      





                                                                                    












                                                     
                                                                                   
                      


                                                                               
                                                                                                    
                                     
                                                                                      
                      


                                                                               
                                                                                                  











                                                     


                                                                                
                                                                           
                                                                                                   
                                                                                                 


                                                                                   
                                       
                                                                           
                      


                                                                            
                                                                                               











                                                     





                                                                                  

                                                                                                    
                                     
                                                                                     
                      
                                                                                                  












                                                       
                                                                                        
                      





                                                                                    
                                     
                                                                                           
                      





                                                                                    












                                                     
                                                                                        
                      





                                                                                    
                                     
                                                                                           
                      





                                                                                    












                                                                    
                                                                                          

                                  
                                                                                          
                      








                                                                                       
                                
                                                                                               

                                     
                                                                                             
                      


                                                                                     


                                                     


                                                                        










                                                     
                                                                                        

                                  
                                                                                        
                      











                                                                                              
                                     
                                                                                           
                      


                                                                                   












                                                                      
                                                                                            
                      











                                                                                                 
                                     
                                                                                               
                      





                                                                                          


                                                       


                                                                          










                                                         
                                                                                            

                                  
                                                                                             
                      





                                                                                         
                                
                                                                                                 

                                     
                                                                                               

                                  
                                                                                          
                      


                                                                                       











                                                       


                                                                                 


                                                                                                    
                                     
                                                                                    
                      


                                                                             
                                                                                                












                                                      
                                                                                   
                      


                                                                                
                                                                                                    
                                     
                                                                                      

                                  
                                                                                 
                      
                                                                                                  











                                                       





                                                                                   
                                                                                                    
                                     
                                                                                      
                      
                                                                                                  












                                                     
                                                                                     
                      


                                                                                 
                                     
                                                                                        
                      
                                                                                                    

                                                       



                                                            








                                                          











                                                                                       
                                                                                                   


                                                     


                                                                  









                                               
                                                                                 


                                                                                  
                                     
                                                                                         
                      





                                                                                    

                                                       



                                                             








                                                  








                                                                                    
                                     
                                                                                       
                      
                                                                                                   











                                                     


                                                                                  
                                     
                                                                                         
                      


                                                                                 












                                                             
                                                                                              
                      
                                                                                                
                              
                                                                                          
                      


                                                                                          
                                     
                                                                                                 

                                 
                                                                                          
                      


                                                                                         












                                                             
                                                                                              

                                  
                                                                                              

                              
                                                                                          
                      


                                                                                          
                                     
                                                                                                 

                                 
                                                                                          
                      


                                                                                         











                                                                


                                                                              

                                                                                                 
                                     
                                                                                 
                      


                                                                            
                                                                                             



                                                       
                                                                                                 
                                         
                                                                                                 










                                                 








                                                                                   
                                                                                                    
                                     
                                                                                      
                      


                                                                                 
                                                                                                  











                                                     











                                                                                     
                                     
                                                                                        
                      


                                                                                   
                                                                                                    











                                                       


                                                                          



                                                         

                                                                                             


                                                                                                    





                                                                                                   









                                            



                                                                                           











                                                     



                                                                                               











                                                     




                                                                                           
























                                                                          
                                                      









                                                   


                                                                                    
                                                                                        
                                  





                                                                                        






                                                                                         










                                                     
                                                             


                                                                            
                                                       



                   





                                                 
                                                                                            
                                  


                                                                                                  











                                                   
                                                                                               
                                  


                                                                                                    
                                  
         


                   


                                                 
                                                                                               




                                                

                                                                        










                                                                          








                                                                              



















                                                                         






                                                                               






































































































                                                                                                   
     

                                                                                               
 
                               






                                                           

                                                                        
 
                                                       
                                                                                                
                                                    



                                                                     
                                                



                                                                                                 
                                                                                        







                                                                                     
                                                                                            


     

                                                                                                  



                                                   
                                                                                                
                
                                         

         
                                                                                            

 


                                              

                                                                                         









                                                                                       
                                                   











                                                                  
    



                                                          
                                                                               



         





                                         

                                             
                                                                                          






                                           



                                                                               
                     


    





















                                                                            

                                                                             
                                            



                                                   


                                                               
                                                





                                                                                                
 
                              
                                                                   

                                                                        
                                                                
                                                                                      

                                                                                                                           

                                                                                         

                                                                                                                               
                                                 
                                                
                                                            

                                                                                       




                                                                                                  

                                                                                                   


                                                                       

                                                                                                    
                                                                                  


                                                                      
                                                                                    
                                                                                              






                                                                                                  
                                                 

                                                                                 


                                                                                     



                                         
         

 
    













                                                              
                                                                         

                                                                           
                                                                          

                                                                           
                                                                        

                                                                         
                                                                            

                                                                             
                                                                              

                                                                               
                                                                                

                                                                                   
                                                                    


                                                                     

                                                                     
                                     
                                            

                                                    
                                                               







                                                  


                                                     

                                                                   

 




                            
                                                     























































                                                                                           

                                                                                     




                                                   
    
                                                    
 



                                                                         

                                                                                     
                                                     
                                                                

                                                                                                 
                                                                    
                                                            
                                                                    
                                                          

                 
 




                                                 
                                                


                                                      
                                                       


                                                    
                                                     


                                                  
                                                   


                                                  
                                                   


                                                 
                                                  


                                                   
                                                    
         

 


                                    















                          
                                                     

                                                                            

         









                                                                                                  
                                                                         
                                                        
                                                                        
                                                 
                                                                                                  

                                                                                                 



                                                                                             


                                                                 

                                                                                   
                                                                    




                                                                             
                                                                           



                                                                                                  
                                                         






                                                                                               
                                                                                       








                                                                                               
                                                                           


                                                                                         
                                                                                   




                                                                                                   
                                                                                   



                                                                                                   
                                                                 



                                                                                                   

                                                         




                                                                                                    
                                                                                  





                                                                                                        
                                                                                  




                                                                                                        


                                                                                  

                                                                                     
                                                                                             
                                                                        

                                                                                          




                                                                                              
                                                         



                                                                                                   
                                                                                            

                                                                                              
                                                 

                                                                                   

                                                         

                                                                                    




                                              


                                                                      

                                                                        
                                                                            

                 







                                                                                                 
                                                           
                                                                     



                                                                                  
                                                                                                 
                                                                                   




                                                                                            
                                                 






                                                                                           
                                                                     
                                                                                            



                                                                                                   
                                                 


                                                                                              
                                                                                          


                                                                                                  
                                                                                           

                                                                                                 
                                                                                          
                                                                                                  
                                                                                           




                                                                                                   
                                                                                





                                                                                                    



                                                                            


                                                                                                   



                                                                                   

                                                                                           
                                                                                            



                                                                                                   

                                                                                      

                                                                                           
                                                                            





                                                      

 





                                                       
                                                      
                                                       
                                               
 

                                                             
                                                                                                    
                            
 
                                                                              
                                            

                                                                                          
                                               

                                                                                                   
                                                                                                    
                                                              

                                                                  



                                                        
                                                         
                                                         
                                                            

                                                            


                                            
                    
 



                                                      


                                                      
                                     

                                                 
                                                                                  

                                                 
                                                                                  
                              
                                
                 
                                                                                 

                                                                         

                                                                                               
                                                      

                                                                                          
                                                                              

                                                                                                   
                                                                      
                                                               
                                                                
                                                                            

                                                                                 


                                                                       

                                                                            
                                                            
                                                                                             




                         


                                                        









                                    
                                        

                                                  

                                                   
                                                                                              

                                                                                
                                                      
                                                               
                                                                                      
                                                                    

                                                                                 
                                                                              

                                                                                 


                                                                      



                                                                                                 
                                                                         
                                                                             
                                                                             
                                                                             

                                                                            










                                                                                                    

                                                                                  








                                                                                                 

                                                                                          

                                 

                                                                                         
                                                               
                                                       
                                                                              
                                                                                                    
                                                                      

                                                                         



                                                                                                  

                                                                                                
                                                                 
                                                                     
                                                                     
                                                                     

                                                                    








                                                                                                  
                                                                       
                                                                                             

                                                                     

                                                                                                    


                                                                                     

                                                                              
                                                                

                                                                                          
                                                                       
                                                                                              







                                                                            
                                                                       
                                                                                             



                                                                                                 

                                                                                          
                                                                       
                                                                                              

                                 
                                                                                              

                                                                                         

                                                                                                    
                                                                      

                                                                         



                                                                                                  

                                                                                                
                                                                 
                                                                     
                                                                     
                                                                     

                                                                    

                                            
                            
         
                     

 


                                                                 



                             
                                                      

                                                        
                                                                                         
 
                                                    
                                                          
                                                                              


                                                                                        
                                               
                                                                    
                                                              

                                                                 


                                                                            



                                                                                          
                                                         
                                                         
                                                             
                                                             

                                                            


                                            
                    

 


                              
                   
                                    




                                                                            
                                                                













                                                                                             




                                   
                                                          

                                                                                          
                                              
                                                      

                                                                         
                                                                      

                                                                         

                                                           
                                                                     
                                                     
                                                                                                  

                                                                                                
                                                                 
                                                                           
                                                                     
                                                                     
                                                             




                                                    


                                      

                                                            
                                                                    
                

                                                                      
                                                                            


                                                                                   
                                                                                    
                                

                                                                                   
                                                                                            

                                               
                         
                 
         
                                                          

                                                                                          
                                              
                                                      
                                                                      

                                                                         





                                                                                                
                                                                 
                                                                           
                                                                    

                                                                    


                                                    





                                                                            
                                                                                                 
                                              
                                                      
                                                                                
                                                                      

                                                                         

                                                                                          


                                                               
                                                                                                  

                                                                                                
                                                                 
                                                                  
                                                                     
                                                                     

                                                                    




                                                    
    
                                                         
 

                                
                                                          

                                                                                    
                                                                                      
                                                                                               
                                              
                                                       
                                                                      
                                                                      

                                                                         

                                                                                



                                                                                                  

                                                                                                
                                                                 
                                                                 
                                                                     
                                                                     

                                                                    


                                                    
                    

 
    
                                                   
 










                                                                        



                                                                                                    






                                                                                                
                                                       
                                                                       
                                                                      

                                                                         

                                                            
                                                                     


                                                                                                  

                                                                                                
                                                                 
                                                                  
                                                                     

                                                                    


                                                    

                                                                                
                                                      
                                                              
                                                                              
                                                                              

                                                                                 

                                                                    
                                                                             

                                                                      



                                                                                                 
                                                                         
                                                                         
                                                                             

                                                                            



                                                            





                                                     



                                                      
                                    

                                                
                                                                                  

                                                
                                                                                  
                              
                                
                 
                                                                                 

                                                                         
                                                            

                                                                                                
                                                      
                                                                                                
                                                                              



                                                                                                   
                                                                      
                                                               
                                                                
                                                                            

                                                                                 


                                                                        

                                                                            
                                                            
                                                                                          




                         


                             

                                                                                             
                                    
                                        

                   


                                                                                               
                                                                                                 
                                                                  
                                                                                       

                                                                                                 
                                                                      
                                                                              
                                                                                                 
                                                                                              

                                                                                                 


                                                                                       


                                                                                           
                                                                           

                                                                                         
                                                                                         
                                                                                             
                                                                                             
                                                                                             

                                                                                            

                                                                            

                                                                                           
                                                                              

                                                                                              

                                                                                         
                                                                                
                                                                                            
                                                                                    
                                                                                           





                                                                            







                                                    



                                               
                                   

                                               
                                                                                  

                                               
                                                                                  
                              
                                

                                                                           

                                                                         
                                                            

                                                                                                
                                                      
                                                                                  
                                                                              



                                                                                            
                                                                      
                                                               
                                                                
                                                                            

                                                                                 


                                                                        

                                                                            
                                                            
                                                                                           




                         

                                                          
 



                             
                                                                           


                                                             
                                                                         
                                        
                                                                       
                                           
                                                                         


                                                            
                                                                        
                                                                         

                                                                                  
                 
                                                                                      

                                                                                               
                                              
                                                       
                                                                      
                                                       



                                                                                                  

                                                                                                
                                                                 
                                                                                 
                                                                     
                                                                     

                                                                    


                                                    
                    









                                                       
                                                                    




                                                    
                                                                    




                                                      
                                                                    




                                                 
                                                                    

                                                   


                                           
                                                                    
                                               

                              
                                            
                                           
                                                                    
                                                        



                                           
                                                                    
                                                


                                        
                                                             
                                          


                                           
                                                                    
                                                     


                                      
                                                           
                              
                                           
                                           
                                                                    
                                                     

                              
                                           
                                           
                                                                    
                                                       






                                


                                                 

                     

                          
                                                            







                                                                   
                                                                          
                                                                                
                                                                                               
                                                                                 
                                                                              

                                               
                                                                          
                                                                                
                                                                                               
                                                                                 
                                                                              


                                                 
                                                                          
                                                                                
                                                                                               
                                                                                 
                                                                              

                                      
                                                                          
                                                                                
                                                                                               
                                                          

                                                                                 
                                                                                 
                                                                              


                                                                  
                                                       
                                                                                   
                                                                                 
                                                                               


                                                                                              
                                                              
                                                                      

                                                                                 
                                                                        
                                                                                    
                                                                            


                                                                                     

                                                                                   




                                                                    





                                   
                                    
                                        
 

                                                                                                   
                                                                   
                                          
                                                               
                                                                                               
                                              
                                                      
                                                                       
                                                                      

                                                                         



                                                              
                                                                                                  

                                                                                                
                                                                 
                                                                     
                                                                     
                                                                     

                                                                    




                                                    
                                       
 

                          







                                                                                                   



                                                                                        




                                                                                                   
                                                                                         

                                                     




                                                                                                  

                                                                                           
                                                                                          

                                              



                                                                                                  

                                                                                           
                                                         
                                                                                         

                                 
                                                                         
                                                                                



                                                                                          
                                                 
                                                                                 


                                                                                    
                                                                                 
                                                                               


                                                                                                
                                                              
                                                                      
                                                                                      


                                                                                      
                                                                        
                                                                                     

                                                                                       

                                                                                   
                                                                   

                                                                                 

                                                                                    




                                                                    




                                
                    

                              

                     


                                               
 
                                                                                                    


                                         
                                                                                            


                                                                             
                                                      
                                                                                       


                                              
                                                   
                                                                              
                                      













                                                   
                                                                          
                                               
                                      


                                                
                                                                          
                                               
                                      

                              
                                                                              
                                               
                                      






                                                 
                                                                          
                                               
                                      
                              
                                                                                   


                                        
                                                                                             


                                                                                  
                                                 
                                                                                  
                                                

                                                  
                                                                              
                                      

                                                   
                                                                                      
                                      

                                                
                                                                           
                                      

                                                 
                                                                        
                                      

                                         
                                                                               
                                      

                              
                                                                        
                                      
                              
                                                                               
                                               
                                                                                                   

                                         
                                                                       
                                      

                                             


                                                                        
                                                                               
                                  


                                     

                                                                        
                                             

                                                                            

                 
                                                                                            
                                        
                                                            
                                                        
                                                                                                 




                                                                    
                                                                                                

                                               
                                                      
                                                
                                                            
                                                              

                                                                 


                                                                            
                          
                                                                           

                                                      

                                                            
                                            
                            
                                                        
                                                              
                                                                                        




                                                    


                               








                                 














































                                                                                                    

         
                                                          

                                                                                




                                                                           
                                                                     

                                                                                                    

                                                                                        
                                                              
                                                                                                   

                                                                                          
                                                                                   
                                                                           


                                                                                    


                                                                                            

                                                                             

                                                                                            






                                                                                                    

                                                                                                  
                                                                                        

                                                                                                    
                                                                                    

                                                                                     
                                                                                       

                                                                                               






                                                                                                   
                                                                                                 
                                                                                                 

                                                                                                    
                                                                                    
                                                                   

                                                                 

                                                                               

                                                                                   

                                                                               

                                                                                    
                                                                      
                                                                        
                                                                                     
                                                                                     
                                                                                      

                                                                                         

                                                                              

                                                                                   
                                                                   

                                                                                 
                                                                                 
                                                                                 

                                                                                    
                                                                    

                                 
                                   

                 
                  

 


                              
                            

  







                                                        
                                                                
                                                                                    
 


                                                                                 
 
                                                                              
                                           
                                                                

                                                           
                                                

                                                             

                                                                                  


                                                                      

                                                                                               
                                              
                                                           
                                                                       
                                                                      

                                                                         


                                                                                                



                                                                                                  

                                                                                                
                                                                 
                                                                                            
                                                                     
                                                                     

                                                                    


                                                    
                    

 

                                                   
 


                    



                                               
                                  

                                              
                                                                                  

                                              
                                                                                  
                              
                                

                                                                    

                                                                  
                                                            

                                                                                                
                                                      
                                                                                                    
                                                                              



                                                                                                   
                                                                      
                                                               
                                                                
                                                                            

                                                                                 


                                                                        

                                                                           
                                                            
                                                                                        




                         






                                                   
                                                                                      

                                                     
                                                                
                                              
                                                         










                                                              
                                                                










                                                                 
    
                                               
 




                             
                                    
                                                                    
                                                          

                                                                      









                                                                                      
                                                                 

                 

 
    
                                               
 
                                                               
                                                                                          
                                                                                             
                                                
         




                                   
                                                                           

 
    

                                                 
                                                                                                


                                                                     

                                                                            

                 

 
    
                                                 
 
                                                                                                
 



                                                                                
         

 


                                 

                                                                            


         


                                                          

                                             
                                                                                              
                        
         
                                                                         

                                                                 

                                                                                                    
                                              
                                                                             
                                                                      

                                                                                       
                                                      
                                                       
                                                        
                                                                     

                                                                         

                                                              
                                                                                                  

                                                                                                

                                                                    

                                                    

                                                                                               
                                              
                                                                                  
                                                                      

                                                                                            
                                                      
                                                       
                                                        
                                                                     

                                                                         

                                                               
                                                                                                  

                                                                                                

                                                                    








                                                      



                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                         
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 

                                          
                                                         
                                                            
                                                              
                                           
                                                                                                


                                                                 

                                          
                                                         
                                                            
                                                              
                                           
                                                                                                


                                                                 

                                          
                                                         
                                                            
                                                              
                                           
                                                                                                


                                                                 

                                          
                                                         
                                                            
                                                              
                                           
                                                                                                


                                                                 

                                          
                                                         
                                                            
                                                              
                                           
                                                                                                


                                                                 

                                          
                                                         
                                                            
                                                              
                                           
                                                                                                


                                                                 

                                          
                                                         
                                                               
                                                              
                                           
                                                                                                   


                                                                 

                                          
                                                         
                                                               
                                                              
                                           
                                                                                                   


                                                                 

                                              
                                                         
                                                                 
                                                              
                                           

                                                                           


                                                                 

                                              
                                                         
                                                                 
                                                              
                                           

                                                                           


                                                                 

                                              
                                                         
                                                                 
                                                              
                                           

                                                                           


                                                                 

                                              
                                                         
                                                                 
                                                              
                                           

                                                                           


                                                                 

                                           
                                                                                       
                                         
                                                                                    
                             
                                                         
                                                                     
                                                              
                                     

                                                                               


                                                                 

                             
                                                         
                                                                     
                                                              
                                     

                                                                               


                                                                 



                                                                                            
                                                         
                                                                         
                                                              
                                     

                                                                                   


                                                                 

                                                 
                                                         
                                                                         
                                                              
                                     

                                                                                   


                                                                 

                                               
                                                         
                                                                     
                                                              
                                     

                                                                               


                                                                 

                                               
                                                         
                                                                     
                                                              
                                     

                                                                               


                                                                 
                      
                               
                                                         
                                                                         
                                                              
                                     

                                                                                   


                                                                 
                      
                               
                                                         
                                                                         
                                                              
                                     

                                                                                   


                                                                 

                                         
                                                         
                                                                         
                                                              
                                     

                                                                                   


                                                                 

                                         
                                                         
                                                                         
                                                              
                                     

                                                                                   


                                                                 







                                                                                    
                                                                                
                                      
                                                                              
                                        
                                                         
                                                                
                                                              
                                           
                                                                                                    


                                                                 

                                       
                                                         
                                                           
                                                              
                                           
                                                                                               


                                                                 









                                                                        
                                                         
                                                                 
                                                              
                                    

                                                                           


                                                                 

                                            
                                                         
                                                                 
                                                              
                                    

                                                                           


                                                                 

                                             
                                                         
                                                                  
                                                              
                                           

                                                                            


                                                                 

                                             
                                                         
                                                                  
                                                              
                                           

                                                                            


                                                                 

                                                 
                                                         
                                                                    
                                                              
                                           

                                                                              


                                                                 

                                                 
                                                         
                                                                    
                                                              
                                           

                                                                              


                                                                 

                                                     


                                                            

                                        
                                                         
                                                                    
                                                              
                                           

                                                                                        


                                                                 


                                        
                                                         
                                                                    
                                                              
                                           

                                                                                        


                                                                 

                                        
                                                         
                                                                  
                                                              
                                           

                                                                            


                                                                 

                                        
                                                         
                                                                  
                                                              
                                           

                                                                            


                                                                 

                                            
                                                         
                                                                
                                                              
                                    
                                                                                                    


                                                                 




                                                                   
                                                                 
                                                               

                                                                                                  
                                              
                                                      
                                                       
                                                        
                                                                     
                                                            

                                                                          
                                                                                                  

                                                                                                
                                                                    




                                                    












                                                  
                              
                                                                 
                                                                  
                                                       

                                                                                                 
                                                                                         

                                                           
                                                   
                                                                        
                                                               
                                                               
                                                                    
                                                                                  



                                                                             
                                                                                      

                                                                                       
                                                        

                                                                                       
                                                                                                   



                                                                           


                                                                                   
                                                                       
                                                                            
                                                                                          






                                                                                             







                                                                                                                 
                                                                                                 







                                                                                                     


                                                                                     

                                                                                                  
                                                                                

                                                                                                  
                                                                    

                                                                                                  
                                                                



                                                                                                
                                                                                                  

                                                                                                



                                                                                  


                                                                                                  






                                                                                         

                                                                                            
                                                        






                                                                                                    
                                                                

                                                                                                 




                                                                                                 







                                                                                                    
                                                                 


                                                                                                
                                                         
                                                                                                    
                                                 
                                                                                                    




                                                                        
                                                                    
                                                                     
                                                                         
                                                                   
                                                                                                 







                                        
    

                                                            




                                






                                                                                



                                                                                       







                                                                                                



                                                                                           
                                                                      
                                                                              

                                                                               
                                                                                              

                                                                                                 
                                                                             

                                                                                                


                                                                                               


                                                                                           
                                                                           

                                                                                         
                                                                                         
                                                                                         
                                                                                             
                                                                                             

                                                                                            








                                                                            



                                                      












                                                                                
                                                                     





                                                                                  
                                                                    


                                           
                                                         
                                                             
                                                              



                                                            


                                                                 
                                                           
                                                             



                                              
                                                         
                                                                                                    
                                                              

                                                                                        
                                                                                                    


                                                                 



                                                              
                                                                    
                                                         
                                                                           
                                                              
                                           

                                                                                     


                                                                 

                                           
                                                         
                                                               
                                                              
                                    
                                                                                                   


                                                                 
                                                            

                                        
                                                         
                                                                
                                                              
                                    
                                                                                                    


                                                                 

                                        
                                                         
                                                                
                                                              
                                    
                                                                                                    


                                                                 

                                      
                                                         
                                                                
                                                              
                                    
                                                                                                    


                                                                 
                                                           

                                            
                                                         
                                                                                             
                                                              
                                                                               


                                                                 
                                                             

                                          
                                                         
                                                                     
                                                              
                                                                               


                                                                 
                                                           


                                                              
                                                         
                                                                        
                                                              
                                                                               


                                                                 
                                                           


                                                              
                                                         
                                                                                       
                                                              

                                                                                        
                                                                                                    


                                                                 
                                                           


                                                              
                                                         
                                                              
                                                              

                                                                                        
                                                                                                    


                                                                 
                                                           













                                                              
                                                                                              
                                                                                              
                                                                                  
                                                                         
                                                                              

                                                                         

                                                                                           
                                                                                         
                                                                                       


                                                                                             
                                                                      
                                                                                     
                                                                                
                                                                                            


                                                                                                  
                                                                                    







                                                                            
                                                                              
                                                                              
                                                                  
                                                         
                                                              

                                                         


                                                              
                                                                              
                                                                              
                                                                  
                                                         
                                                              

                                                         





                                                                   
                                                                 
                                                               

                                                                                                  
                                              
                                                             
                                                        
                                                                    


                                                                          
                                                            






                                                    
 

                          

                                             



                                                     
                                                









                                                                            
                         



                                        
                                                                               
                                                                                              

                                                                                
                                                                       
                                                         
                                                                                           

                                                                                   








                                                                         

                                                                                        
                                                      
                                                               
                                                                               
                                                                              

                                                                                 
                                                             
                                                                                         


                                                                               



                                                                                                 
                                                                         
                                                                        
                                                                             
                                                                             

                                                                            














                                                            
                    
                    
                          
                        
                                                      


                                 
                                             
                                                                                                    
                                     

                                                            
                                                                                           



                                                         
                                                                           

                                                                                              



                                                                           
                                                                                                    


                                                       

                                                                                           











                                                          
                                                                                                    

                                                  

                                                                                           

                                                    

                                                                                            



                                                        
                                                                                                   

                                                   
                                                                                             

                                              

                                                                                             


                                                                            
                                                                              







                                                                                                   
                                                                      
                                                  
                                                          

                                                                                 
                                              
                                                 
                                                          





                                                                                  


                                               

                                                                                 




                                                                               

                                                                         
                                                                           




                                              
                                                  


                                                                              
                                                                                            
                                                                     
                                                                                      
                                        
                                                                                               
                                 
                                                                              






                                                                                                   




                                                                               

                                                                         
                                                                           

                              
                                          
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                         
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                             
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                          
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                          
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                                
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                          
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                                        
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                          
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                                      
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                                 
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   

                                         
                                                                    
                                                            
                                                                      
                                                           
                                   
                                 

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                                   
                              
                                             
                                                                         
                                                                      
                                                             
                                   
                                                                                       

                                                                         
                                                                 
                                          




                                                                       

                                                                 
                                                            
                                                                           
                            
                                                    
                              



                                                                       
                                                                                
                                                                              
                                                                     
                                           
                                                             
                                                                                          



                                                                                         
                                                                         
                                                  




                                                                               

                                                                         
                                                                    
                                                                                   
                                    
                                                            
                                      
                                            
                                                                             
                                                                              
                                                                     
                                           
                                                             
                                                                                       



                                                                                         
                                                                         
                                                  




                                                                               

                                                                         
                                      
                                                
                                                                                 
                                                                              
                                                                     
                                           
                                                             
                                                                                           



                                                                                         






                                                                               

                                                                         
                                                                    
                                                                                   
                                    
                                                            
                                      
                                             
                                                                              
                                                                              
                                                                     
                                           
                                                             
                                                                                        



                                                                                         
                                                                         
                                                  




                                                                               

                                                                         
                                      
                                            
                                                                             
                                                                              
                                                                     
                                           
                                                             
                                                                                       



                                                                                         
                                                                         
                                                  




                                                                               

                                                                         
                                      
                                                    
                                                                                
                                                                              
                                                                     
                                           
                                                             
                                                                                          



                                                                                         






                                                                               

                                                                         
                                                                    
                                                                                   
                                    
                                                            
                                      
                                                       
                                                                                
                                                                              
                                                                     
                                           
                                                             
                                                                                          



                                                                                         






                                                                               

                                                                         
                                                                    
                                                                                   
                                    
                                                            
                                      
                                                     
                                                                                      
                                                                              
                                                              


                                                                                 
                                                                                                

                                                                                 



                                                                         



                                                                                                 
                                                                      


                                                                             
                                                                    
                                                                                   
                                    
                                                            

                                          






                                                                       
                                                                                  
                                                             
                                                                                             
                                                            
                                      
                                            
                                                                               
                                                                    
                                      
                                                
                                                                                
                                                                    
                                      
                                             
                                                                                
                                                             
                                                                                          
                                      
                                            
                                                                               
                                                             
                                                                                         
                                      
                                                    
                                                                                 
                                                             
                                                                                           
                                      
                                                       
                                                                                  
                                                             
                                                                                            

                                          
                         















                                                                               



                                                   
                                                                         
                                                                      
                                                             
                                   





                                                                                   
                                                                 
                                          




                                                                       

                                                                 
                                                            
                                                                           
                            
                                                    
                              
                                                    
                                                                                    
                                                                      
                                                             
                                                     
                                                                                              



                                                                                 






                                                                 

                                                                 
                              
                                          
                                                                       
                                                                      
                                                             
                                   





                                                                                 
                                                                 
                                          




                                                                       

                                                                 
                              
                                  
                                                                     
                                                                      
                                                             
                                   
                                                                                       

                                                                         






                                                                       

                                                                 
                                                                   
                              

                                                                   
 



























                                                                                                   
                                         
                                                                    

                                 
                 
         




                                        
                                                                         
                    
                                        





                                                                                    




                                
    
                                                   
 







                                                                                            
                                              
                                 
                      
                                 
                               


                                       


                       












































































                                                                                        








                                                                                           
                   

                     
                   
                   











                                         

                                   


                                               

                                            




                                        
                                              







                                           
                                                                                        







                                                                                    
                                                                           

                                                         
 

                                             
                                                                                  
                                                                             
                 
                                                           




                                                                                    

                                                                                   

                                 
                                    

                                                                             
                                                                   
                        
                                                                    
                 
                                                                                     


                                 
                                                                         






                                                                            

                                                                                          

                                                                             
                                               
                                                                         
                                                                                                
                         
                                                                 






                                                                            



                                                                                          


                                                                                                   


                                                                                              


                                                                                                    
                                                                           

                         


                                                                      
                                                                                 
 
                                                         





                                                                   
                        







                                                                                              


                                                                                           

                                                                                








                                                                                            

                                                            



                                                                            
                                                                                                   
















                                                                           
                                                                                     


                                                                                                  

                                                                                                  
                            
                                                                                              

                                                                                  

                                                                                             








                                                                             

                                                                                                    

                                                                                    
                                                                                     


                                                                                                  

                                                                                                  
                            
                                                                                              

                                                                                  

                                                                                             









                                                                                      

                                                                                                    

                                                                                    
                                                                                     

                                                                                                  
                                                                                      


                                                            

                                                                                  

                                                                                             










                                                                             

                                                                                                   







                                                                                                

                                                             

                                                                                                    




                                                           

 
    

                                                                



                                                      



                                 
                                  

                                                             
                                                                                  

                                                             
                                                                                  
                              
                                

                                                                           

                                                                         
                                              
                                                                                     
                            
                                                                                          
                                                                    
                                                                   
                                                  

                                                                                        
                                                      
                                                                              



                                                                                                   
                                                                      
                                                               
                                                                
                                                                            

                                                                                 


                                                                               

                                                                            


                                                                 
                                                    

                                                                    
                                                                               

                 

 


                                             
 
                          


                          



                                          
                                                                
                                                              
                                            



                                                         
                                                                
                                                              
                                            


                                                         
                                                                
                                                              
                                            


                                                         
                                                                
                                                              
                                            


                                                         
                                                                
                                                              
                                                         
                                            

                                          
                                                                
                                                              
                                                         
                                            
                      
                        

                                                                   

                                                                 

                                                                                            

                                                                                      
                                                      

                                                                                                   
                                                              
                                                               
                                                                
                                                                             

                                                                                 

                                                                             



                                                                                                 

                                                                            




                                                            
                                          

                                                                                              


                                                                              



                                                                                                   
                                                                     
                                                               
                                                                
                                                                            

                                                                                 

                                                                

                                                                            
                                                            
                                                                                        


                         

 
    

                                   
                          
 
                                                    



                                                                                      

                                                                                           
                                                                              
                                                             
                                                                                         
                                                                                 

                                                

                                                                                    
                                                                                
                                                                              
                                                             
                                                                                                    
                                                                                 


                                        

                                                                     

                                                                               
                                                                                         
                                                                                 
                                                                               


                                                                                                
                                                              
                                                                      
                                                                       


                                                                                       

                                                                                   
                                                                   

                                                                                 
                                                                                     

                                                                                    




                                                                    

 
    

                                                           
                                                                                         
                                                                       

                                                   
                                                   
                                                     
                                                                                              
                                                                  

                                                                                             
                                                      
                                                                                         
                                                                                                   

                                                                              
                                                                              

                                                                                 
                                                                                                



                                                                                      
                                                                         
                                                                                          
                                                                            

                                                                            






                                                            


                                                                              









                                                                         











                                                         
                                                                          

                                                                                 
                                                                                      

                                                               

                                                                                   






                                                                                                   

                                                                                                 

                                                                     
                                                               
                                                                                   
                                
                                                               
                                                                                 
                         
                                                                      

                                                                         




                                                                                                  

                                                                                                
                                                                 
                                                                                
                                                                     
                                                                     

                                                                    


                                                    
                    


    

                                                      

                          



                                         
                                                                          
                      
                        

                                                                   

                                                                 

                                                                                                    
                                              
                                                                         
                                                                      

                                                                                   
                                                      
                                                       
                                                        
                                                                     

                                                                         

                                                              
                                                                                                  

                                                                                                

                                                                    


                                                       
                                             

                                                                                              
                                                      
                                                                                     
                                                                              

                                                                                                   
                                                              
                                                               
                                                                
                                                                            

                                                                                 

                                                                

                                                                            
                                                            
                                                                                           


                         

 
    

                                            

                                                                                           
                                                       
                                                            

                                                                                            
                                                                    
         

 
    

                                                   


                          


                                      
                                                                                       
                        

                                                                   
                                                                 
                                                               

                                                                                                    
                                              
                                                                      
                                                                      

                                                                                
                                                      
                                                       
                                                        
                                                                     

                                                                         

                                                              
                                                                                                  

                                                                                                

                                                                    
                                                    

                                                       
                                          

                                                                                              

                                                              
                                                                                       
                                                                              

                                                                                                   
                                                                     
                                                               
                                                                
                                                                            

                                                                                 


                                                                      

                                                                            
                                                            
                                                                                        


                         




                               

                                           
                                                                         

                                                                      



                                                         
                                                                     
                 
                                                        
                               
                                                                       

                                                                              
                                                                            



                 



                                                        
                          

                             
                                                        
 
                                              
                                                                                      
                                                     
                                                                           

                                                      

                                                                                          
                                                      
                                                               
                                                                              
                                                                              

                                                                                 
                                                             
                                                                                        


                                                                               



                                                                                                 
                                                                         
                                                                          
                                                                             
                                                                             

                                                                            



                                                            

                                                                                         
                                                      
                                                               
                                                                               
                                                                              

                                                                                 
                                                             
                                                                                          


                                                                               




                                                                                                 
                                                                         
                                                                         
                                                                             
                                                                             

                                                                            



                                                            
                    

 
    
                                            
 




                                                     
                                             



                                                                          
                                        






                                                                                    

                                                                                                   

                                              
                              



                                                        
                                                                                                   





                                                                

                                                                                 







                                                                                  

                                                                                 







                                                                                  

                                                                      
































                                                                                           
 
 







                                                          
                                                       

                                                       
                                                                              
                                                                  


                                                                      
                                                                                          

                                                                                      

                                                                                           
                                                                      
                                                                                  
                                                                               
                                                                                                 



                                                                                         
                                                                                              

                                                                                                  



                                                                                               
                                                                                         
                                                                                         
                                                                                            

                                                                                           





                                                                            
                    

 
    
                                                           
 


                                




                                      
                                                
                          
                                    



                             
                                             

                                                
                                                                         


                                                                    
                                    
                                                                                              

                                                                       


                                                     
                                                        



                                                                                
                                          
                                                                                 




                                                                                                  
                                                               

                                                                                  
                                                         





                                                                                                  



                                                                                          

                                                                                          
                                                                                 

                                                                                          


                                                                                 

                                                                                          
                                                                                 

                                                                                          



                                                                                 
                                                                               
                                                                     





                                                                                           
                                                                            



                                                                                              

                                                                                 



                                                                                                 

                                                                        












                                                                                                 


                                                                             



                                                                                        


                                                                                      
                                                                                 


                                                                                                  
                                                          
                                                          


                                                                                                 
                                                                                        

                                                                                           
                                 
                                




                                                                                             


                                                                           
                                                                               

                                                                                                    
                                                                                     
                                                                               
                                                                                

                                                                                                 
                                                                             






                                                                                                  

                                                                                               


                                                                                           
                                                                           

                                                                                         
                                                                                         
                                                                                         
                                                                                             
                                                                                             




                                                                                        



                                                                                                   
                                                                               


                                                                                                    
                                                                                     
                                                                               
                                                                                

                                                                                                 
                                                                             






                                                                                                  

                                                                                               


                                                                                           
                                                                           

                                                                                         
                                                                                         
                                                                                         
                                                                                             
                                                                                             




                                                                                        

                                                                                                   

                                                                                   
                                                              
                                                                

                                                                                 





                                                                                      


                                                                               



                                                                                                 
                                                                         
                                                                         
                                                                             


                                                                             




                                                            











                                                                                             
                                                                  

                                                                                 

                                                                             





                                                                                                
                                 
 



                                                                                        
                                                              
                                                                      

                                                                                      
                                                                                      

                                                                                         

                                                                                         


                                                                              

                                                                                   
                                                                   

                                                                                 
                                                                                 
                                                                                 
                                                                                     
                                                                                     


                                                                                    





                                 
    
                                                             
 


















































































                                                                                                    
                                          







































































































































































































































































































































































































































                                                                                                  






                                                                   
                                                       

                                                       
                                                                                      
                                                                                               
                                              
                                                       
                                                                            
                                                                      

                                                                         
                                                     
                                                                          
                                                                                      



                                                                                                  

                                                                                                
                                                                 
                                                                 
                                                                     
                                                                     

                                                                    


                                                    
                    










                                                              
                                                       



                                                                  

                                                                                
                                             
                                          
                                            


                                                                                                   
                                                              
                                                                      
                                                                                      

                                                                                         

                                                                                   
                                                                                                    

                                                                                       
                                                                                               
                                                                                                 
                                                                                                  
                                                                    

                                                                                   




                                                                                       

                                                                                   
                                                                   

                                                                                 
                                                                                 
                                                                                 
                                                                                     
                                                                                     

                                                                                    




                                                                    
                    

 
    
                                                                 
 



                                                                                


                                                                           
                                                                                      

                                                                                                
                                                      







                                                                                            

                                                                                         
                                                                       






                                                                                                 



                                                                                         
                         
                                                                      

                                                                         



                                                                                                  

                                                                                                
                                                                 
                                                                  
                                                                     
                                                                     

                                                                    



                                                    

 


                                                             

                                    
                          





                                                       
                                                                              
                                                                          

                                                                                


                                                       

                                                                                               








                                                                              

                                                                                            


                                                                              

                                                                                               


                                                                      
                                      

                                                                                               


                                                                      

                                                                                          




                                                              

                                                                                 
                                              
                                                      


                                                                       
                                                                         
                                                 
                                                                                          





                                                              
                                                                                



                                                                                         
                                                                         



                                                                                         
                                                                      

                                                                         



                                                                                                  

                                                                                                
                                                                 
                                                                 
                                                                     
                                                                     

                                                                    




                                                    

                                             
                                                     
                                                      

                                                                                                    



                                                                                         

                                                                                       

                                                                                  
                                                                                       
                                                                                      
                                                                            
                                                                                         
                                                                      


                                                                                     
                                                                        
                                                                                     

                                                                              

                                                                                   
                                                                   

                                                                                 

                                                                                    





                                                                    






                                       

                                                                        
                                                                 
                                                                        
                                                                      
                                                                                     

                                                                                
                                                                        
                                                                      
                                                                                     




                                                                                
                                                      
                                                                 
                                                                          
                                              
                                                
                                                            


                                                                            

                                                            
                                            

                                                                                                
                                                         
                                                                                             
                                                                          
                                              
                                                              
                                                                 
                                              
                                              
                                                
                                                             
                                                              
                                                     
                                                                            



                                                                                          
                                                            
                                            
         


    
                                                          
 
                               
                          
                          

                        
 
                                                      

                                                          

                                                                   

                                                                                
                                                  
                                             
                                                                                                    
                                                                                            

                                                                                                 
                                                              
                                                                      
                                                                                       
                                                                                      

                                                                                         
                                                                                       
                                                                                                    
                                                                                                


                                                                                       

                                                                                   
                                                                   

                                                                                 
                                                                                 
                                                                                 
                                                                                     
                                                                                     

                                                                                    




                                                                    
                    

 



                                                       


                                           
                                                                                            
                        

                                                                   

                                                                 

                                                                                                    
                                              
                                                                       
                                                                      

                                                                                 
                                                      
                                                       
                                                        
                                                                     

                                                                         


                                                                                                  

                                                                                                

                                                                    


































                                                                        
    










                                                  




                                                                                                   
                                                                                      



                            
                                                 


    
                                       
 


















                                                         


                                        
         

 
    

                        












                                                         

 


                                    

                                          
            
                                         
                                                   
                                                                                    






















                                                         
                              
                              
             

                                
                                                                                           
                                            
                                                                                                                         
                                   
                              

                                                                                                                
         
                                                                   
 
 














                                                                                     
                                                            


                       



















                                                            
                                                      
 

                                                                         

                                                         

 



                                                                 
                                                            
                                                     



         










                                                       


                                                 
                                             

 


                                                           
                                                             
 
                                                                  

                                                                                                 
                                              
                                                                 
                                                              

                                                                 


                                                               



                                                                                          
                                                         
                                                          
                                                             
                                                             

                                                            



                                            



                                                    
                                                              
 
                                                                                   

                                       
                                                                   
                                              
                                                              

                                                                 

                                                               



                                                                                          
                                                          
                                                             
                                                         
                                                    
                                                             

                                                                                        

                                            
                    



                                                       
 
                                                             



                                                                                                 
                                              
                                                                 
                                                              

                                                                 

                                                                           

                                                               



                                                                                          
                                                         
                                                          
                                                             
                                                              
                                             

                                                            
                                            
                                              
                                                                 



                                                     
                    

 
    
                                             
 
                                                             
 
                                                                                         
 

                                                                             


                                                                                                 
                                              
                                                               
                                                              

                                                                 


                                                                 



                                                                                          
                                                         
                                                          
                                                             
                                                             

                                                            
                                            
         
                    

 

                                                                  
 
                                                             
 


                                                                                                 
                                              
                                                                
                                                              

                                                                 


                                                               



                                                                                          
                                                         
                                                          
                                                             
                                                             

                                                            
                                            
         
                    

 




                                                                 




                               


                                                                                               





                                                                                 

                                      
                                                               
                                                                                              





                                                                                                
                                                                                                 

                                                                                                    





                                                                        


                                                                                             
                                                              
                                                                                                  
                                                                                      








                                                                                            
                                               


                                                                                     

                                            
                                                                                   
                                              
                                                                             
                                                   

                                                                                      


                                                 
                                              


                                                                                     

                                              
                                              


                                                                                     



                                
                                                               
                                                                                              





                                                                                                
                                                                                                 

                                                                                                    





                                                                        


                                                                                             
                                                              
                                                                                                  
                                                                                      








                                                                                            
    
                          
 

                                         
 
                                                                     

                                                                                       
                 
 
                                          
                                                                           
                                                   
 
                                                             

                                                                                                  
 

                                          
                                         

                                                    

 
    
                                                               
 
                                                           

 

                                                           
 












                                                                             

 


                                  



                                                        




                                                                                




                                                                                                   
                                                              


















































                                                                                                    

 

                                                    
 

                                                                                         

 

                                           
 








                                   

 

                                                    
 






                                   

 
    
                                    
 
                                                                                     


                                                                                         
 
                                     


                                                                                                    
         

 
     
                                                                                       



                                                        

                                                                                         
                              
 
#include "common.h"


#include "audio_enums.h"
#include "AudioManager.h"

#include "Automobile.h"
#include "Boat.h"
#include "Bridge.h"
#include "Camera.h"
#include "Cranes.h"
#include "DMAudio.h"
#include "Entity.h"
#include "Explosion.h"
#include "Fire.h"
#include "Garages.h"
#include "General.h"
#include "HandlingMgr.h"
#include "Heli.h"
#include "ModelIndices.h"
#include "MusicManager.h"
#include "Pad.h"
#include "Ped.h"
#include "Physical.h"
#include "Placeable.h"
#include "Plane.h"
#include "PlayerPed.h"
#include "Pools.h"
#include "Projectile.h"
#include "ProjectileInfo.h"
#include "Replay.h"
#include "Stats.h"
#include "SurfaceTable.h"
#include "Train.h"
#include "Transmission.h"
#include "Vehicle.h"
#include "WaterCannon.h"
#include "Weather.h"
#include "ZoneCull.h"
#include "sampman.h"

cAudioManager AudioManager;
uint32 gPornNextTime;
uint32 gSawMillNextTime;
uint32 gShopNextTime;
uint32 gAirportNextTime;
uint32 gCinemaNextTime;
uint32 gDocksNextTime;
uint32 gHomeNextTime;
uint32 gCellNextTime;
uint32 gNextCryTime;
uint8 gJumboVolOffsetPercentage;
bool bPlayerJustEnteredCar;
bool g_bMissionAudioLoadFailed;

const int channels = ARRAY_SIZE(cAudioManager::m_asActiveSamples);
const int policeChannel = channels + 1;
const int allChannels = channels + 2;
const int maxVolume = 127;

const int scriptObjectIntensityS = 30;
const int scriptObjectIntensityL = 80;
const int bridgeIntensity = 400;
const int rocketLauncherIntensity = 90;
const int molotovIntensity = 30;
const int molotovVolume = 50;

const int rainOnVehicleIntensity = 22;
const int reverseGearIntensity = 30;
const int engineDamageIntensity = 40;

const bool hornPatternsArray[8][44] = {
    {false, false, true, true, true, true, true,  true,  true,  true,  true,
     true,  true,  true, true, true, true, false, false, false, false, false,
     false, true,  true, true, true, true, true,  true,  true,  true,  true,
     true,  true,  true, true, true, true, true,  false, false, false, false},
    {false, false, true, true, true, true, true, true, true, true, true, true, true,  true, true,
     true,  true,  true, true, true, true, true, true, true, true, true, true, true,  true, true,
     true,  true,  true, true, true, true, true, true, true, true, true, true, false, false},
    {false, false, true,  true,  true,  true, true, true, true, true, true,
     true,  false, false, false, false, true, true, true, true, true, false,
     false, false, true,  true,  true,  true, true, true, true, true, true,
     true,  true,  true,  true,  true,  true, true, true, true, true, false},
    {false, false, true, true,  true,  true,  true,  false, false, true, true,
     true,  true,  true, false, false, false, true,  true,  true,  true, true,
     true,  true,  true, true,  true,  false, false, false, true,  true, true,
     true,  true,  true, true,  true,  true,  true,  true,  true,  true, false},
    {false, false, true,  true,  true,  true,  true,  true,  true,  true,  true,
     false, false, false, false, false, false, false, false, false, false, false,
     false, false, false, false, false, false, false, false, false, false, false,
     false, false, false, false, false, false, false, false, false, false, false},
    {false, false, true,  true,  true,  false, false, false, true,  true,  true,
     false, false, false, false, false, false, false, false, false, false, false,
     false, false, false, false, false, false, false, false, false, false, false,
     false, false, false, false, false, false, false, false, false, false, false},
    {false, false, true,  true,  true,  true,  false, false, false, false, true,
     true,  true,  false, false, true,  true,  true,  false, false, true,  true,
     true,  true,  true,  true,  false, false, false, false, false, true,  true,
     true,  true,  true,  true,  true,  true,  true,  true,  true,  false, false},
    {false, false, true,  true,  true,  true, false, false, true,  true,  true,
     true,  true,  false, false, false, true, true,  true,  true,  true,  true,
     false, false, false, false, true,  true, true,  true,  true,  true,  true,
     true,  true,  true,  true,  true,  true, false, false, false, false, false},
};

const int totalAudioEntitiesSlots = 200;

const uint8 panTable[64]{0,  3,  8,  12, 16, 19, 22, 24, 26, 28, 30, 31, 33, 34, 36, 37,
                         39, 40, 41, 42, 44, 45, 46, 47, 48, 49, 49, 50, 51, 52, 53, 53,
                         54, 55, 55, 56, 56, 57, 57, 58, 58, 58, 59, 59, 59, 60, 60, 61,
                         61, 61, 61, 62, 62, 62, 62, 62, 63, 63, 63, 63, 63, 63, 63, 63};

// TODO: where is this used? Is this the right file?
enum eVehicleModel {
	LANDSTAL,
	IDAHO,
	STINGER,
	LINERUN,
	PEREN,
	SENTINEL,
	PATRIOT,
	FIRETRUK,
	TRASH,
	STRETCH,
	MANANA,
	INFERNUS,
	BLISTA,
	PONY,
	MULE,
	CHEETAH,
	AMBULAN,
	FBICAR,
	MOONBEAM,
	ESPERANT,
	TAXI,
	KURUMA,
	BOBCAT,
	MRWHOOP,
	BFINJECT,
	CORPSE,
	POLICE,
	ENFORCER,
	SECURICA,
	BANSHEE,
	PREDATOR,
	BUS,
	RHINO,
	BARRACKS,
	TRAIN,
	CHOPPER,
	DODO,
	COACH,
	CABBIE,
	STALLION,
	RUMPO,
	RCBANDIT,
	BELLYUP,
	MRWONGS,
	MAFIA,
	YARDIE,
	YAKUZA,
	DIABLOS,
	COLUMB,
	HOODS,
	AIRTRAIN,
	DEADDODO,
	SPEEDER,
	REEFER,
	PANLANT,
	FLATBED,
	YANKEE,
	ESCAPE,
	BORGNINE,
	TOYZ,
	GHOST,
	CAR151,
	CAR152,
	CAR153,
	CAR154,
	CAR155,
	CAR156,
	CAR157,
	CAR158,
	CAR159,
};

enum PLAY_STATUS : uint8 {
	PLAY_STATUS_STOPPED = 0,
	PLAY_STATUS_PLAYING = 1,
	PLAY_STATUS_FINISHED = 2
};

enum LOADING_STATUS : uint8 { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED = 1 };

cPedComments::cPedComments()
{
	for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
		for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
			m_asPedComments[j][i].m_nProcess = -1;
			m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
		}

	for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
		m_nCommentsInBank[i] = 0;
	m_nActiveBank = 0;
}

void
cPedComments::Add(tPedComment *com)
{
	uint8 index;

	if(m_nCommentsInBank[m_nActiveBank] >= NUM_PED_COMMENTS_SLOTS) {
		index = m_nIndexMap[m_nActiveBank][NUM_PED_COMMENTS_SLOTS - 1];
		if(m_asPedComments[m_nActiveBank][index].m_bVolume > com->m_bVolume) return;
	} else {
		index = m_nCommentsInBank[m_nActiveBank]++;
	}

	m_asPedComments[m_nActiveBank][index].m_nSampleIndex = com->m_nSampleIndex;
	m_asPedComments[m_nActiveBank][index].m_nEntityIndex = com->m_nEntityIndex;
	m_asPedComments[m_nActiveBank][index].m_vecPos = com->m_vecPos;
	m_asPedComments[m_nActiveBank][index].m_fDistance = com->m_fDistance;
	m_asPedComments[m_nActiveBank][index].m_bVolume = com->m_bVolume;

	uint32 i = 0;
	if(index != 0) {
		for(i = 0; i < index; i++) {
			if(m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][i]].m_bVolume <
			   m_asPedComments[m_nActiveBank][index].m_bVolume) {
				break;
			}
		}

		if(i < index)
			memmove(&m_nIndexMap[m_nActiveBank][i + 1], &m_nIndexMap[m_nActiveBank][i],
			        NUM_PED_COMMENTS_SLOTS - 1 - i);
	}

	m_nIndexMap[m_nActiveBank][i] = index;
}

void
cPedComments::Process()
{
	int sampleIndex;
	uint8 actualUsedBank;
	tPedComment *comment;

	static const int defaultIntensity = 50;
	static const int policeHeliIntensity = 400;

	if(!AudioManager.m_bUserPause) {
		if(m_nCommentsInBank[m_nActiveBank]) {
			sampleIndex = m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]]
			                  .m_nSampleIndex;
			if(!SampleManager.IsPedCommentLoaded(sampleIndex))
				SampleManager.LoadPedComment(sampleIndex);

			AudioManager.m_sQueueSample.m_nEntityIndex =
			    m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]]
			        .m_nEntityIndex;
			AudioManager.m_sQueueSample.m_nCounter = 0;
			AudioManager.m_sQueueSample.m_nSampleIndex = sampleIndex;
			AudioManager.m_sQueueSample.m_bBankIndex = SAMPLEBANK_PED;
			AudioManager.m_sQueueSample.m_nReleasingVolumeModificator = 3;
			AudioManager.m_sQueueSample.m_bVolume =
			    m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_bVolume;
			AudioManager.m_sQueueSample.m_fDistance =
			    m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]]
			        .m_fDistance;
			AudioManager.m_sQueueSample.m_nLoopCount = 1;
			AudioManager.m_sQueueSample.m_nLoopStart = 0;
			AudioManager.m_sQueueSample.m_nLoopEnd = -1;
			AudioManager.m_sQueueSample.m_bEmittingVolume = maxVolume;
			AudioManager.m_sQueueSample.m_fSpeedMultiplier = 3.0f;
			switch(sampleIndex) {
			case SFX_POLICE_HELI_1:
			case SFX_POLICE_HELI_2:
			case SFX_POLICE_HELI_3:
				AudioManager.m_sQueueSample.m_fSoundIntensity = policeHeliIntensity;
				break;
			default:
				AudioManager.m_sQueueSample.m_fSoundIntensity = defaultIntensity;
				break;
			}
			AudioManager.m_sQueueSample.m_bReleasingSoundFlag = true;
			AudioManager.m_sQueueSample.m_vecPos =
			    m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_vecPos;

			if(sampleIndex >= SFX_AMMU_D && sampleIndex <= SFX_AMMU_F) {
				AudioManager.m_sQueueSample.m_bReverbFlag = false;
				AudioManager.m_sQueueSample.m_bRequireReflection = false;
			} else {
				AudioManager.m_sQueueSample.m_bReverbFlag = true;
				AudioManager.m_sQueueSample.m_bRequireReflection = true;
			}

			AudioManager.m_sQueueSample.m_bIs2D = false;
			AudioManager.m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(
			        AudioManager.m_sQueueSample.m_nSampleIndex) +
			    AudioManager.RandomDisplacement(750);
			if(CTimer::GetIsSlowMotionActive())
				AudioManager.m_sQueueSample.m_nFrequency /= 2;
			m_asPedComments[m_nActiveBank][m_nIndexMap[m_nActiveBank][0]].m_nProcess =
			    -1;
			AudioManager.AddSampleToRequestedQueue();
		}

		// Switch bank
		if(m_nActiveBank) {
			actualUsedBank = SAMPLEBANK_PED;
			m_nActiveBank = SAMPLEBANK_MAIN;
		} else {
			actualUsedBank = SAMPLEBANK_MAIN;
			m_nActiveBank = SAMPLEBANK_PED;
		}
		comment = m_asPedComments[actualUsedBank];
		for(uint32 i = 0; i < m_nCommentsInBank[actualUsedBank]; i++) {
			if(m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]]
			       .m_nProcess > 0) {
				--m_asPedComments[actualUsedBank][m_nIndexMap[actualUsedBank][i]]
				      .m_nProcess;
				Add(&comment[m_nIndexMap[actualUsedBank][i]]);
			}
		}

		for(uint32 i = 0; i < NUM_PED_COMMENTS_SLOTS; i++) {
			m_nIndexMap[actualUsedBank][i] = NUM_PED_COMMENTS_SLOTS;
		}
		m_nCommentsInBank[actualUsedBank] = 0;
	}
}

cAudioManager::cAudioManager()
{
	m_bIsInitialised = false;
	field_1 = 1;
	m_fSpeedOfSound = 6.86f;
	m_bTimeSpent = 50;
	m_bActiveSamples = NUM_SOUNDS_SAMPLES_SLOTS;
	m_bActiveSampleQueue = 1;
	ClearRequestedQueue();
	m_bActiveSampleQueue = 0;
	ClearRequestedQueue();
	ClearActiveSamples();
	GenerateIntegerRandomNumberTable();
	field_4 = 0;
	m_bDynamicAcousticModelingStatus = 1;

	for(int i = 0; i < NUM_AUDIOENTITIES; i++) {
		m_asAudioEntities[i].m_bIsUsed = false;
		m_anAudioEntityIndices[i] = NUM_AUDIOENTITIES;
	}
	m_nAudioEntitiesTotal = 0;
	m_FrameCounter = 0;
	m_bFifthFrameFlag = 0;
	m_bTimerJustReset = 0;
	m_nTimer = 0;
}

cAudioManager::~cAudioManager()
{
	if(m_bIsInitialised) Terminate();
}

void
cAudioManager::AddDetailsToRequestedOrderList(uint8 sample)
{
	uint32 i = 0;
	if(sample != 0) {
		for(; i < sample; i++) {
			if(m_asSamples[m_bActiveSampleQueue]
			              [m_abSampleQueueIndexTable[m_bActiveSampleQueue][i]]
			                  .m_nCalculatedVolume >
			   m_asSamples[m_bActiveSampleQueue][sample].m_nCalculatedVolume)
				break;
		}
		if(i < sample) {
			memmove(&m_abSampleQueueIndexTable[m_bActiveSampleQueue][i + 1],
			        &m_abSampleQueueIndexTable[m_bActiveSampleQueue][i],
			        m_bActiveSamples - i - 1);
		}
	}
	m_abSampleQueueIndexTable[m_bActiveSampleQueue][i] = sample;
}

void
cAudioManager::AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 unk1,
                                  uint8 counter, bool notLooping)
{
	m_sQueueSample.m_bVolume = ComputeVolume(emittingVolume, 50.f, m_sQueueSample.m_fDistance);
	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = counter;
		m_sQueueSample.m_nSampleIndex = sample;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 0;
		m_sQueueSample.m_nFrequency = freq;
		if(notLooping) {
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_nReleasingVolumeDivider = 8;
		} else {
			m_sQueueSample.m_nLoopCount = 1;
		}
		m_sQueueSample.m_bEmittingVolume = emittingVolume;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSpeedMultiplier = 6.0f;
		m_sQueueSample.m_fSoundIntensity = 50.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}
}

void
cAudioManager::AddReflectionsToRequestedQueue()
{
	float reflectionDistance;
	int32 noise;
	uint8 emittingVolume = (m_sQueueSample.m_bVolume >> 1) + (m_sQueueSample.m_bVolume >> 3);

	for(uint32 i = 0; i < ARRAY_SIZE(m_afReflectionsDistances); i++) {
		reflectionDistance = m_afReflectionsDistances[i];
		if(reflectionDistance > 0.0f && reflectionDistance < 100.f &&
		   reflectionDistance < m_sQueueSample.m_fSoundIntensity) {
			m_sQueueSample.m_bLoopsRemaining = (reflectionDistance * 500.f / 1029.f);
			if(m_sQueueSample.m_bLoopsRemaining > 5) {
				m_sQueueSample.m_fDistance = m_afReflectionsDistances[i];
				m_sQueueSample.m_bEmittingVolume = emittingVolume;
				m_sQueueSample.m_bVolume =
				    ComputeVolume(emittingVolume, m_sQueueSample.m_fSoundIntensity,
				                  m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume > emittingVolume >> 4) {
					m_sQueueSample.m_nCounter += ((i + 1) << 8);
					if(m_sQueueSample.m_nLoopCount) {
						noise = RandomDisplacement(
						    m_sQueueSample.m_nFrequency >> 5);
						if(noise <= 0)
							m_sQueueSample.m_nFrequency += noise;
						else
							m_sQueueSample.m_nFrequency -= noise;
					}
					m_sQueueSample.m_nReleasingVolumeModificator += 20;
					m_sQueueSample.m_vecPos = m_avecReflectionsPos[i];
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::AddReleasingSounds()
{
	bool toProcess[44]; // why not 27?

	int8 queue = m_bActiveSampleQueue == 0;

	for(int32 i = 0; i < m_bSampleRequestQueuesStatus[queue]; i++) {
		tSound &sample = m_asSamples[queue][m_abSampleQueueIndexTable[queue][i]];
		if(sample.m_bLoopEnded) continue;

		toProcess[i] = false;
		for(int32 j = 0; j < m_bSampleRequestQueuesStatus[m_bActiveSampleQueue]; j++) {
			if(sample.m_nEntityIndex ==
			       m_asSamples[m_bActiveSampleQueue]
			                  [m_abSampleQueueIndexTable[m_bActiveSampleQueue][j]]
			                      .m_nEntityIndex &&
			   sample.m_nCounter ==
			       m_asSamples[m_bActiveSampleQueue]
			                  [m_abSampleQueueIndexTable[m_bActiveSampleQueue][j]]
			                      .m_nCounter) {
				toProcess[i] = true;
				break;
			}
		}
		if(!toProcess[i]) {
			if(sample.m_nCounter <= 255 || !sample.m_bLoopsRemaining) {
				if(!sample.m_nReleasingVolumeDivider) continue;
				if(!sample.m_nLoopCount) {
					if(sample.m_nVolumeChange == -1) {
						sample.m_nVolumeChange =
						    sample.m_bVolume /
						    sample.m_nReleasingVolumeDivider;
						if(sample.m_nVolumeChange <= 0)
							sample.m_nVolumeChange = 1;
					}
					if(sample.m_bVolume <= sample.m_nVolumeChange) {
						sample.m_nReleasingVolumeDivider = 0;
						continue;
					}
					sample.m_bVolume -= sample.m_nVolumeChange;
				}
				--sample.m_nReleasingVolumeDivider;
				if(m_bFifthFrameFlag) {
					if(sample.m_nReleasingVolumeModificator < 20)
						++sample.m_nReleasingVolumeModificator;
				}
				sample.m_bReleasingSoundFlag = 0;
			}
			memcpy(&m_sQueueSample, &sample, sizeof(tSound));
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::AddSampleToRequestedQueue()
{
	int32 calculatedVolume;
	uint8 sampleIndex;
	bool bReflections;

	if(m_sQueueSample.m_nSampleIndex < TOTAL_AUDIO_SAMPLES) {
		calculatedVolume = m_sQueueSample.m_nReleasingVolumeModificator *
		                   (maxVolume - m_sQueueSample.m_bVolume);
		sampleIndex = m_bSampleRequestQueuesStatus[m_bActiveSampleQueue];
		if(sampleIndex >= m_bActiveSamples) {
			sampleIndex =
			    m_abSampleQueueIndexTable[m_bActiveSampleQueue][m_bActiveSamples - 1];
			if(m_asSamples[m_bActiveSampleQueue][sampleIndex].m_nCalculatedVolume <=
			   calculatedVolume)
				return;
		} else {
			++m_bSampleRequestQueuesStatus[m_bActiveSampleQueue];
		}
		m_sQueueSample.m_nCalculatedVolume = calculatedVolume;
		m_sQueueSample.m_bLoopEnded = false;
		if(m_sQueueSample.m_bIs2D) {
			m_sQueueSample.m_bRequireReflection = false;
			m_sQueueSample.m_bLoopsRemaining = 0;
		}
		if(m_bDynamicAcousticModelingStatus && m_sQueueSample.m_nLoopCount) {
			bReflections = m_sQueueSample.m_bRequireReflection;
		} else {
			bReflections = false;
			m_sQueueSample.m_bLoopsRemaining = 0;
		}
		m_sQueueSample.m_bRequireReflection = false;

		if(!m_bDynamicAcousticModelingStatus) m_sQueueSample.m_bReverbFlag = false;

		m_asSamples[m_bActiveSampleQueue][sampleIndex] = m_sQueueSample;

		AddDetailsToRequestedOrderList(sampleIndex);
		if(bReflections) AddReflectionsToRequestedQueue();
	}
}

void
cAudioManager::CalculateDistance(bool &distCalculated, float dist)
{
	if(!distCalculated) {
		m_sQueueSample.m_fDistance = Sqrt(dist);
		distCalculated = true;
	}
}

bool
cAudioManager::CheckForAnAudioFileOnCD() const
{
	return SampleManager.CheckForAnAudioFileOnCD();
}

void
cAudioManager::ClearActiveSamples()
{
	for(int32 i = 0; i < m_bActiveSamples; i++) {
		m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
		m_asActiveSamples[i].m_nCounter = 0;
		m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
		m_asActiveSamples[i].m_bBankIndex = SAMPLEBANK_INVALID;
		m_asActiveSamples[i].m_bIs2D = false;
		m_asActiveSamples[i].m_nReleasingVolumeModificator = 5;
		m_asActiveSamples[i].m_nFrequency = 0;
		m_asActiveSamples[i].m_bVolume = 0;
		m_asActiveSamples[i].m_bEmittingVolume = 0;
		m_asActiveSamples[i].m_fDistance = 0.0f;
		m_asActiveSamples[i].m_bIsProcessed = false;
		m_asActiveSamples[i].m_bLoopEnded = false;
		m_asActiveSamples[i].m_nLoopCount = 1;
		m_asActiveSamples[i].m_nLoopStart = 0;
		m_asActiveSamples[i].m_nLoopEnd = -1;
		m_asActiveSamples[i].m_fSpeedMultiplier = 0.0f;
		m_asActiveSamples[i].m_fSoundIntensity = 200.0f;
		m_asActiveSamples[i].m_bOffset = 63;
		m_asActiveSamples[i].m_bReleasingSoundFlag = 0;
		m_asActiveSamples[i].m_nCalculatedVolume = 0;
		m_asActiveSamples[i].m_nReleasingVolumeDivider = 0;
		m_asActiveSamples[i].m_nVolumeChange = -1;
		m_asActiveSamples[i].m_vecPos = {0.0f, 0.0f, 0.0f};
		m_asActiveSamples[i].m_bReverbFlag = false;
		m_asActiveSamples[i].m_bLoopsRemaining = 0;
		m_asActiveSamples[i].m_bRequireReflection = false;
	}
}

void
cAudioManager::ClearMissionAudio()
{
	if(m_bIsInitialised) {
		m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
		m_sMissionAudio.m_bLoadingStatus = LOADING_STATUS_NOT_LOADED;
		m_sMissionAudio.m_bPlayStatus = PLAY_STATUS_STOPPED;
		m_sMissionAudio.field_22 = 0;
		m_sMissionAudio.m_bIsPlayed = false;
		m_sMissionAudio.m_bPredefinedProperties = 1;
		m_sMissionAudio.m_nMissionAudioCounter = 0;
	}
}

void
cAudioManager::ClearRequestedQueue()
{
	for(int32 i = 0; i < m_bActiveSamples; i++) {
		m_abSampleQueueIndexTable[m_bActiveSampleQueue][i] = m_bActiveSamples;
	}
	m_bSampleRequestQueuesStatus[m_bActiveSampleQueue] = 0;
}

int32
cAudioManager::ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2,
                                               float speedMultiplier) const
{
	uint32 newFreq = oldFreq;
	if(!TheCamera.Get_Just_Switched_Status() && speedMultiplier != 0.0f) {
		float dist = position2 - position1;
		if(dist != 0.0f) {
			float speedOfSource = (dist / m_bTimeSpent) * speedMultiplier;
			if(m_fSpeedOfSound > Abs(speedOfSource)) {
				if(speedOfSource < 0.0f) {
					speedOfSource = Max(speedOfSource, -1.5f);
				} else {
					speedOfSource = Min(speedOfSource, 1.5f);
				}
				newFreq =
				    (oldFreq * m_fSpeedOfSound) / (speedOfSource + m_fSpeedOfSound);
			}
		}
	}
	return newFreq;
}

int32
cAudioManager::ComputePan(float dist, CVector *vec)
{
	int32 index = Min(63, Abs(vec->x / (dist / 64.f)));

	if(vec->x > 0.f) return Max(20, 63 - panTable[index]);
	return Min(107, panTable[index] + 63);
}

uint8
cAudioManager::ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const
{
	float newSoundIntensity;
	if(soundIntensity <= 0.0f) return 0;
	if((soundIntensity * 0.2f) <= distance) {
		newSoundIntensity = soundIntensity * 0.2f;
		emittingVolume =
		    sq((soundIntensity - newSoundIntensity - (distance - newSoundIntensity)) /
		       (soundIntensity - newSoundIntensity)) *
		    emittingVolume;
	}
	return emittingVolume;
}

int32
cAudioManager::CreateEntity(int32 type, void *entity)
{
	if(!m_bIsInitialised) return AEHANDLE_ERROR_NOAUDIOSYS;
	if(!entity) return AEHANDLE_ERROR_NOENTITY;
	if(type >= TOTAL_AUDIO_TYPES) return AEHANDLE_ERROR_BADAUDIOTYPE;
	for(uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) {
		if(!m_asAudioEntities[i].m_bIsUsed) {
			m_asAudioEntities[i].m_bIsUsed = true;
			m_asAudioEntities[i].m_bStatus = 0;
			m_asAudioEntities[i].m_nType = (eAudioType)type;
			m_asAudioEntities[i].m_pEntity = entity;
			m_asAudioEntities[i].m_awAudioEvent[0] = SOUND_TOTAL_PED_SOUNDS;
			m_asAudioEntities[i].m_awAudioEvent[1] = SOUND_TOTAL_PED_SOUNDS;
			m_asAudioEntities[i].m_awAudioEvent[2] = SOUND_TOTAL_PED_SOUNDS;
			m_asAudioEntities[i].m_awAudioEvent[3] = SOUND_TOTAL_PED_SOUNDS;
			m_asAudioEntities[i].m_AudioEvents = 0;
			m_anAudioEntityIndices[m_nAudioEntitiesTotal++] = i;
			return i;
		}
	}
	return AEHANDLE_ERROR_NOFREESLOT;
}

void
cAudioManager::DestroyAllGameCreatedEntities()
{
	cAudioScriptObject *entity;

	if(m_bIsInitialised) {
		for(uint32 i = 0; i < ARRAY_SIZE(m_asAudioEntities); i++) {
			if(m_asAudioEntities[i].m_bIsUsed) {
				switch(m_asAudioEntities[i].m_nType) {
				case AUDIOTYPE_PHYSICAL:
				case AUDIOTYPE_EXPLOSION:
				case AUDIOTYPE_WEATHER:
				case AUDIOTYPE_CRANE:
				case AUDIOTYPE_GARAGE:
				case AUDIOTYPE_FIREHYDRANT: DestroyEntity(i); break;
				case AUDIOTYPE_SCRIPTOBJECT:
					entity =
					    (cAudioScriptObject *)m_asAudioEntities[i].m_pEntity;
					if(entity) {
						delete entity;
						m_asAudioEntities[i].m_pEntity = nil;
					}
					DestroyEntity(i);
					break;
				default: break;
				}
			}
		}
		m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
	}
}

void
cAudioManager::DestroyEntity(int32 id)
{
	if(m_bIsInitialised && id >= 0 && id < totalAudioEntitiesSlots &&
	   m_asAudioEntities[id].m_bIsUsed) {
		m_asAudioEntities[id].m_bIsUsed = false;
		for(int32 i = 0; i < m_nAudioEntitiesTotal; ++i) {
			if(id == m_anAudioEntityIndices[i]) {
				if(i < totalAudioEntitiesSlots - 1)
					memmove(&m_anAudioEntityIndices[i],
					        &m_anAudioEntityIndices[i + 1],
					        NUM_AUDIOENTITY_EVENTS *
					            (m_nAudioEntitiesTotal - (i + 1)));
				m_anAudioEntityIndices[--m_nAudioEntitiesTotal] =
				    totalAudioEntitiesSlots;
				return;
			}
		}
	}
}

void
cAudioManager::DoJumboVolOffset() const
{
	if(!(m_FrameCounter % (m_anRandomTable[0] % 6 + 3)))
		gJumboVolOffsetPercentage = m_anRandomTable[1] % 60;
}

uint32
cAudioManager::GetPlayerTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_DAMAGE: GetPhrase(&sfx, &lastSfx, SFX_CLAUDE_HIGH_DAMAGE_GRUNT_1, 11); break;
	case SOUND_PED_HIT: GetPhrase(&sfx, &lastSfx, SFX_CLAUDE_LOW_DAMAGE_GRUNT_1, 10); break;
	case SOUND_PED_LAND: GetPhrase(&sfx, &lastSfx, SFX_CLAUDE_HIT_GROUND_GRUNT_1, 6); break;
	default: sfx = NO_SAMPLE; break;
	}
	return sfx;
}

uint32
cAudioManager::GetCopTalkSfx(int16 sound)
{
	uint32 sfx;
	PedState pedState;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound == SOUND_PED_ARREST_COP) {
		GetPhrase(&sfx, &lastSfx, SFX_COP_VOICE_1_ARREST_1, 6);
	} else {
		if(sound != SOUND_PED_PURSUIT_COP) { return GetGenericMaleTalkSfx(sound); }

		pedState = FindPlayerPed()->m_nPedState;
		if(pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE)
			return NO_SAMPLE;
		GetPhrase(&sfx, &lastSfx, SFX_COP_VOICE_1_CHASE_1, 7);
	}

	return (SFX_COP_VOICE_2_ARREST_1 - SFX_COP_VOICE_1_ARREST_1) *
	           (m_sQueueSample.m_nEntityIndex % 5) +
	       sfx;
}

uint32
cAudioManager::GetSwatTalkSfx(int16 sound)
{
	uint32 sfx;
	PedState pedState;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound == SOUND_PED_ARREST_SWAT) {
		GetPhrase(&sfx, &lastSfx, SFX_SWAT_VOICE_1_CHASE_1, 6);
	} else {
		if(sound != SOUND_PED_PURSUIT_SWAT) { return GetGenericMaleTalkSfx(sound); }

		pedState = FindPlayerPed()->m_nPedState;
		if(pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE)
			return NO_SAMPLE;
		GetPhrase(&sfx, &lastSfx, SFX_SWAT_VOICE_1_CHASE_1, 6);
	}

	return (SFX_SWAT_VOICE_2_CHASE_1 - SFX_SWAT_VOICE_1_CHASE_1) *
	           (m_sQueueSample.m_nEntityIndex % 4) +
	       sfx;
}

uint32
cAudioManager::GetFBITalkSfx(int16 sound)
{
	uint32 sfx;
	PedState pedState;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound == SOUND_PED_ARREST_FBI) {
		GetPhrase(&sfx, &lastSfx, SFX_FBI_VOICE_1_CHASE_1, 6);
	} else {
		if(sound != SOUND_PED_PURSUIT_FBI) { return GetGenericMaleTalkSfx(sound); }

		pedState = FindPlayerPed()->m_nPedState;
		if(pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE)
			return NO_SAMPLE;
		GetPhrase(&sfx, &lastSfx, SFX_FBI_VOICE_1_CHASE_1, 6);
	}

	return (SFX_FBI_VOICE_2_CHASE_1 - SFX_FBI_VOICE_1_CHASE_1) *
	           (m_sQueueSample.m_nEntityIndex % 3) +
	       sfx;
}

uint32
cAudioManager::GetArmyTalkSfx(int16 sound)
{
	uint32 sfx;
	PedState pedState;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound != SOUND_PED_PURSUIT_ARMY) { return GetGenericMaleTalkSfx(sound); }

	pedState = FindPlayerPed()->m_nPedState;
	if(pedState == PED_ARRESTED || pedState == PED_DEAD || pedState == PED_DIE)
		return NO_SAMPLE;
	GetPhrase(&sfx, &lastSfx, SFX_ARMY_VOICE_1_CHASE_1, 15);

	return (SFX_ARMY_VOICE_2_CHASE_1 - SFX_ARMY_VOICE_1_CHASE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetMedicTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_GUN_PANIC_1, 5);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_CARJACKED_1, 5);
		break;
	case SOUND_PED_HEALING: GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_AT_VICTIM_1, 12); break;
	case SOUND_PED_LEAVE_VEHICLE:
		GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_GET_OUT_VAN_CHAT_1, 9);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_MEDIC_VOICE_1_RUN_FROM_FIGHT_1, 6);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_MEDIC_VOICE_2_GUN_PANIC_1 - SFX_MEDIC_VOICE_1_GUN_PANIC_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetFiremanTalkSfx(int16 sound)
{
	return GetGenericMaleTalkSfx(sound);
}

uint32
cAudioManager::GetNormalMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_GUN_PANIC_1, 7);
		break;
	case SOUND_PED_CAR_JACKED: GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_CARJACKED_1, 7); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_DODGE_1, 9); break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_RUN_FROM_FIGHT_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_DRIVER_ABUSE_1, 12);
		break;
	case SOUND_PED_CHAT_SEXY: GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_EYING_1, 8); break;
	case SOUND_PED_CHAT_EVENT: GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_SHOCKED_1, 10); break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_NORMAL_MALE_CHAT_1, 25); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetTaxiDriverTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound == SOUND_PED_CAR_JACKED) {
		GetPhrase(&sfx, &lastSfx, SFX_ASIAN_TAXI_DRIVER_VOICE_1_CARJACKED_1, 7);
	} else {
		if(sound != SOUND_PED_CAR_COLLISION) return GetGenericMaleTalkSfx(sound);
		GetPhrase(&sfx, &lastSfx, SFX_ASIAN_TAXI_DRIVER_VOICE_1_DRIVER_ABUSE_1, 6);
	}
	return (SFX_ASIAN_TAXI_DRIVER_VOICE_2_DRIVER_ABUSE_1 -
	        SFX_ASIAN_TAXI_DRIVER_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetPimpTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP: GetPhrase(&sfx, &lastSfx, SFX_PIMP_GUN_COOL_1, 7); break;
	case SOUND_PED_CAR_JACKED: GetPhrase(&sfx, &lastSfx, SFX_PIMP_CARJACKED_1, 4); break;
	case SOUND_PED_DEFEND: GetPhrase(&sfx, &lastSfx, SFX_PIMP_FIGHT_1, 9); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_PIMP_DODGE_1, 6); break;
	case SOUND_PED_CAR_COLLISION: GetPhrase(&sfx, &lastSfx, SFX_PIMP_DRIVER_ABUSE_1, 5); break;
	case SOUND_PED_CHAT_EVENT: GetPhrase(&sfx, &lastSfx, SFX_PIMP_SHOCKED_1, 2); break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_PIMP_CHAT_1, 17); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetMafiaTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_FIGHT_1, 5); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_DODGE_1, 5); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_MAFIA_MALE_VOICE_1_CHAT_1, 7); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_MAFIA_MALE_VOICE_2_DRIVER_ABUSE_1 - SFX_MAFIA_MALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 3) +
	       sfx;
}

uint32
cAudioManager::GetTriadTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_GUN_COOL_1, 3);
		break;
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_FIGHT_1, 5); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_DODGE_1, 4); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_TRIAD_MALE_VOICE_1_CHAT_1, 8); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetDiabloTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_GUN_COOL_1, 4);
		break;
	case SOUND_PED_HANDS_COWER:
		sound = SOUND_PED_FLEE_SPRINT;
		return GetGenericMaleTalkSfx(sound);
		break;
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_FIGHT_1, 4); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_DODGE_1, 4); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_EYING_1, 4);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_DIABLO_MALE_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_DIABLO_MALE_VOICE_2_CHAT_1 - SFX_DIABLO_MALE_VOICE_1_CHAT_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetYakuzaTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_FIGHT_1, 5); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_DODGE_1, 4); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_YAKUZA_MALE_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_YAKUZA_MALE_VOICE_2_DRIVER_ABUSE_1 - SFX_YAKUZA_MALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetYardieTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP: sfx = SFX_YARDIE_MALE_VOICE_1_GUN_COOL_1; break;
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED: sfx = SFX_YARDIE_MALE_VOICE_1_CARJACKED_1; break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_FIGHT_1, 6); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_DODGE_1, 5); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_EYING_1, 2);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_YARDIE_MALE_VOICE_1_CHAT_1, 8); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_YARDIE_MALE_VOICE_2_DRIVER_ABUSE_1 - SFX_YARDIE_MALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetColumbianTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_EYING_1, 2);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_COLUMBIAN_MALE_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_COLUMBIAN_MALE_VOICE_2_DRIVER_ABUSE_1 -
	        SFX_COLUMBIAN_MALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetHoodTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_GUN_COOL_1, 5);
		break;
	case SOUND_PED_CAR_JACKING:
		GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_CARJACKING_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_FIGHT_1, 6); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_DODGE_1, 5); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_EYING_1, 2);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_HOOD_MALE_VOICE_1_CHAT_1, 6); break;

	default: return GetGenericMaleTalkSfx(sound); break;
	}
	return (SFX_HOOD_MALE_VOICE_2_DRIVER_ABUSE_1 - SFX_HOOD_MALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetBlackCriminalTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_GUN_COOL_1, 4);
		break;
	case SOUND_PED_CAR_JACKING: sfx = SFX_BLACK_CRIMINAL_VOICE_1_CARJACKING_1; break;
	case SOUND_PED_MUGGING:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_MUGGING_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CRIMINAL_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	default: return GetGenericMaleTalkSfx(sound); break;
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteCriminalTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_GUN_COOL_1, 3);
		break;
	case SOUND_PED_CAR_JACKING: sfx = SFX_WHITE_CRIMINAL_VOICE_1_CARJACKING_1; break;
	case SOUND_PED_MUGGING:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_MUGGING_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CRIMINAL_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	default: return GetGenericMaleTalkSfx(sound); break;
	}
	return sfx;
}

uint32
cAudioManager::GetMaleNo2TalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_CARJACKED_1, 3);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_MUGGED_1, 4);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_EYING_1, 5);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_CASUAL_MALE_OLD_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackProjectMaleTalkSfx(int16 sound, int32 model)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_GUN_COOL_1, 3);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_FIGHT_1, 6);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_MALE_VOICE_1_CHAT_1, 6);
	default: return GetGenericMaleTalkSfx(sound);
	}

	if(model == MI_P_MAN2)
		sfx += (SFX_BLACK_PROJECT_MALE_VOICE_2_DRIVER_ABUSE_1 -
		        SFX_BLACK_PROJECT_MALE_VOICE_1_DRIVER_ABUSE_1);
	return sfx;
}

uint32
cAudioManager::GetWhiteFatMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_CARJACKED_1, 3);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_MUGGED_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_DODGE_1, 9);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_DRIVER_ABUSE_1, 9);
		break;
	case SOUND_PED_WAIT_DOUBLEBACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_LOST_1, 2);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_MALE_VOICE_1_CHAT_1, 9);
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackFatMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_CARJACKED_1, 4);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_MUGGED_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_DODGE_1, 7);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_WAIT_DOUBLEBACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_LOST_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_MALE_VOICE_1_CHAT_1, 8); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackCasualFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_GUN_PANIC_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_MUGGED_1, 3); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_DODGE_1, 6); break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_RUN_FROM_FIGHT_1, 2);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_FEMALE_1_VOICE_1_CHAT_1, 8); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteCasualFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_GUN_PANIC_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED: sfx = SFX_WHITE_CASUAL_FEMALE_VOICE_1_MUGGED_1; break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_DODGE_1, 3);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 2);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 8);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_SHOCKED_1, 2);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_CASUAL_FEMALE_VOICE_1_CHAT_1, 4);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetFemaleNo3TalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_GUN_PANIC_1, 5);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_CARJACKED_1, 3);
		break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_MUGGED_1, 3); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_DODGE_1, 6); break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_RUN_FROM_FIGHT_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_FEMALE_3_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackFatFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_SHOCKED_1, 5);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_FAT_FEMALE_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteFatFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 8);
		break;
	case SOUND_PED_WAIT_DOUBLEBACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_LOST_1, 2);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_FAT_FEMALE_VOICE_1_CHAT_1, 8);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackFemaleProstituteTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_GUN_COOL_1, 4);
		break;
	case SOUND_PED_ROBBED: sfx = SFX_BLACK_PROSTITUTE_VOICE_1_MUGGED_1; break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_DODGE_1, 3);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_SOLICIT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_SOLICIT_1, 8);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROSTITUTE_VOICE_1_CHAT_1, 4);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return (SFX_BLACK_PROSTITUTE_VOICE_2_CHAT_1 - SFX_BLACK_PROSTITUTE_VOICE_1_CHAT_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetWhiteFemaleProstituteTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_DODGE_1, 3);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_SOLICIT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_SOLICIT_1, 8);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_PROSTITUTE_VOICE_1_CHAT_1, 4);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return (SFX_WHITE_PROSTITUTE_VOICE_2_CHAT_1 - SFX_WHITE_PROSTITUTE_VOICE_1_CHAT_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetBlackProjectFemaleOldTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_CARJACKED_1, 6);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_DODGE_1, 10);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_RUN_FROM_FIGHT_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_SHOCKED_1, 2);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_OLD_VOICE_1_CHAT_1, 10);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackProjectFemaleYoungTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_CAR_JACKED: sfx = SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_CARJACKED_1; break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_SHOCKED_1, 5);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_PROJECT_FEMALE_YOUNG_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetChinatownMaleOldTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_OLD_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetChinatownMaleYoungTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_GUN_PANIC_1, 2);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_FIGHT_1, 6);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_MALE_YOUNG_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetChinatownFemaleOldTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT_EVENT: sfx = SFX_CHINATOWN_OLD_FEMALE_VOICE_1_SHOCKED_1; break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_OLD_FEMALE_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetChinatownFemaleYoungTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_CHINATOWN_YOUNG_FEMALE_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetLittleItalyMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_MALE_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return (SFX_LITTLE_ITALY_MALE_VOICE_2_DRIVER_ABUSE_1 -
	        SFX_LITTLE_ITALY_MALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetLittleItalyFemaleOldTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_OLD_FEMALE_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetLittleItalyFemaleYoungTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_DODGE_1, 7);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_LITTLE_ITALY_YOUNG_FEMALE_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteDockerMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_GUN_PANIC_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_FIGHT_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_DOCKER_MALE_VOICE_1_CHAT_1, 5);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackDockerMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_DODGE_1, 5); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_BLACK_DOCKER_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetScumMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_GUN_PANIC_1, 5);
		break;
	case SOUND_PED_ROBBED: sfx = SFX_SCUM_MALE_VOICE_1_MUGGED_1; break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_FIGHT_1, 10); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_DODGE_1, 5); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_WAIT_DOUBLEBACK:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_LOST_1, 3);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_EYING_1, 5);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_SCUM_MALE_VOICE_1_CHAT_1, 9); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetScumFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_FIGHT_1, 4); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_DODGE_1, 8); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_SCUM_FEMALE_VOICE_1_CHAT_1, 13); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteWorkerMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_FIGHT_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_EYING_1, 2);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_WORKER_MALE_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackWorkerMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_FIGHT_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_DODGE_1, 3);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_WORKER_MALE_VOICE_1_CHAT_1, 4);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBusinessMaleYoungTalkSfx(int16 sound, int32 model)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_RUN_FROM_FIGHT_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_YOUNG_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}

	if(model == MI_B_MAN3)
		sfx += (SFX_BUSINESS_MALE_YOUNG_VOICE_2_DRIVER_ABUSE_1 -
		        SFX_BUSINESS_MALE_YOUNG_VOICE_1_DRIVER_ABUSE_1);
	return sfx;
}

uint32
cAudioManager::GetBusinessMaleOldTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_MRUN_FROM_FIGHT_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BUSINESS_MALE_OLD_VOICE_1_CHAT_1, 5);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteBusinessFemaleTalkSfx(int16 sound, int32 model)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_BUSINESS_FEMALE_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}

	if(model == MI_B_WOM2)
		sfx += (SFX_WHITE_BUSINESS_FEMALE_VOICE_2_DRIVER_ABUSE_1 -
		        SFX_WHITE_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1);
	return sfx;
}

uint32
cAudioManager::GetBlackBusinessFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_GUN_PANIC_1, 5);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_CARAJACKED_1, 4);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_MUGGED_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_DODGE_1, 6);
		break;
	case SOUND_PED_FLEE_RUN:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_RUN_FROM_FIGHT_1, 6);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_BUSINESS_FEMALE_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetSupermodelMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_MUGGED_1, 2); break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_FIGHT_1, 5); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_DODGE_1, 6); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_MODEL_MALE_VOICE_1_CHAT_1, 6); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetSupermodelFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_MUGGED_1, 3);
		break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_DODGE_1, 4); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_SHOCKED_1, 5);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_MODEL_FEMALE_VOICE_1_CHAT_1, 8); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetStewardMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_DODGE_1, 3); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_STEWARD_MALE_VOICE_1_CHAT_1, 4); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetStewardFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_STEWARD_FEMALE_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return (SFX_STEWARD_FEMALE_VOICE_2_DRIVER_ABUSE_1 -
	        SFX_STEWARD_FEMALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetFanMaleTalkSfx(int16 sound, int32 model)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_FIGHT_1, 3);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_SHOCKED_1, 2);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_MALE_VOICE_1_CHAT_1, 6); break;
	default: return GetGenericMaleTalkSfx(sound);
	}

	if(model == MI_FAN_MAN2)
		sfx += (SFX_FOOTBALL_MALE_VOICE_2_DRIVER_ABUSE_1 -
		        SFX_FOOTBALL_MALE_VOICE_1_DRIVER_ABUSE_1);
	return sfx;
}

uint32
cAudioManager::GetFanFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_ROBBED: sfx = SFX_FOOTBALL_FEMALE_VOICE_1_MUGGED_1; break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_SHOCKED_1, 2);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_FOOTBALL_FEMALE_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return (SFX_FOOTBALL_FEMALE_VOICE_2_DRIVER_ABUSE_1 -
	        SFX_FOOTBALL_FEMALE_VOICE_1_DRIVER_ABUSE_1) *
	           (m_sQueueSample.m_nEntityIndex % 2) +
	       sfx;
}

uint32
cAudioManager::GetHospitalMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_MALE_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetHospitalFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_HOSPITAL_FEMALE_VOICE_1_CHAT_1, 6);
		break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetWhiteConstructionWorkerTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_CAR_JACKED: sfx = SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_CARJACKED_1; break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_EYING_1, 3);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_WHITE_MALE_CONSTRUCTION_VOICE_1_CHAT_1, 7);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetBlackConstructionWorkerTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_GUN_PANIC_1, 3);
		break;
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_FIGHT_1, 5);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_DODGE_1, 5);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_DRIVER_ABUSE_1, 5);
		break;
	case SOUND_PED_CHAT_SEXY:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_EYING_1, 4);
		break;
	case SOUND_PED_CHAT:
		GetPhrase(&sfx, &lastSfx, SFX_BLACK_CONSTRUCTION_MALE_VOICE_1_CHAT_1, 4);
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetShopperFemaleTalkSfx(int16 sound, int32 model)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_CAR_JACKED:
		GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_CARJACKED_1, 2);
		break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_MUGGED_1, 2); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_DODGE_1, 6); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_DRIVER_ABUSE_1, 7);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_SHOCKED_1, 4);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_SHOPPER_VOICE_1_CHAT_1, 7); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}

	if(model == MI_SHOPPER2) {
		sfx += (SFX_SHOPPER_VOICE_2_DRIVER_ABUSE_1 - SFX_SHOPPER_VOICE_1_DRIVER_ABUSE_1);
	} else if(model == MI_SHOPPER3) {
		sfx += (SFX_SHOPPER_VOICE_3_DRIVER_ABUSE_1 - SFX_SHOPPER_VOICE_1_DRIVER_ABUSE_1);
	}
	return sfx;
}

uint32
cAudioManager::GetStudentMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_GUN_PANIC_1, 2);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_DODGE_1, 4); break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_SHOCKED_1, 3);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_STUDENT_MALE_VOICE_1_CHAT_1, 5); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetStudentFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_COWER:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_GUN_PANIC_1, 4);
		break;
	case SOUND_PED_ROBBED:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_MUGGED_1, 2);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_FIGHT_1, 4);
		break;
	case SOUND_PED_EVADE:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_DODGE_1, 4);
		break;
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_DRIVER_ABUSE_1, 4);
		break;
	case SOUND_PED_CHAT_EVENT:
		GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_SHOCKED_1, 2);
		break;
	case SOUND_PED_CHAT: GetPhrase(&sfx, &lastSfx, SFX_STUDENT_FEMALE_VOICE_1_CHAT_1, 4); break;
	default: return GetGenericFemaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetCasualMaleOldTalkSfx(int16 sound)
{
	return GetGenericMaleTalkSfx(sound);
}

uint32
cAudioManager::GetSpecialCharacterTalkSfx(int32 modelIndex, int32 sound)
{
	char *modelName = CModelInfo::GetModelInfo(modelIndex)->GetName();
	if(!CGeneral::faststricmp(modelName, "eight") ||
	   !CGeneral::faststricmp(modelName, "eight2")) {
		return GetEightTalkSfx(sound);
	}
	if(!CGeneral::faststricmp(modelName, "frankie")) { return GetFrankieTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "misty")) { return GetMistyTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "ojg") || !CGeneral::faststricmp(modelName, "ojg_p")) {
		return GetOJGTalkSfx(sound);
	}
	if(!CGeneral::faststricmp(modelName, "cat")) { return GetCatatalinaTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "bomber")) { return GetBomberTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "s_guard")) { return GetSecurityGuardTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "chunky")) { return GetChunkyTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "asuka")) { return GetGenericFemaleTalkSfx(sound); }
	if(!CGeneral::faststricmp(modelName, "maria")) { return GetGenericFemaleTalkSfx(sound); }

	return GetGenericMaleTalkSfx(sound);
}
uint32
cAudioManager::GetEightTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP: GetPhrase(&sfx, &lastSfx, SFX_8BALL_GUN_COOL_1, 2); break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_8BALL_MUGGED_1, 2); break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_8BALL_FIGHT_1, 6); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_8BALL_DODGE_1, 7); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetFrankieTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP: GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_GUN_COOL_1, 4); break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_MUGGED_1, 2); break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_FIGHT_1, 6); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_SALVATORE_DODGE_1, 3); break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetMistyTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP: GetPhrase(&sfx, &lastSfx, SFX_MISTY_GUN_COOL_1, 5); break;
	case SOUND_PED_ROBBED: GetPhrase(&sfx, &lastSfx, SFX_MISTY_MUGGED_1, 2); break;
	case SOUND_PED_ATTACK: GetPhrase(&sfx, &lastSfx, SFX_MISTY_FIGHT_1, 4); break;
	case SOUND_PED_EVADE: GetPhrase(&sfx, &lastSfx, SFX_MISTY_DODGE_1, 5); break;
	case SOUND_PED_TAXI_CALL: GetPhrase(&sfx, &lastSfx, SFX_MISTY_HERE_1, 4); break;
	default: return GetGenericFemaleTalkSfx(sound); break;
	}
	return sfx;
}

uint32
cAudioManager::GetOJGTalkSfx(int16 sound)
{
	return GetGenericMaleTalkSfx(sound);
}

uint32
cAudioManager::GetCatatalinaTalkSfx(int16 sound)
{
	return GetGenericFemaleTalkSfx(sound);
}

uint32
cAudioManager::GetBomberTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound != SOUND_PED_BOMBER) return GetGenericMaleTalkSfx(sound);

	GetPhrase(&sfx, &lastSfx, SFX_BOMBERMAN_1, 7);
	return sfx;
}

uint32
cAudioManager::GetSecurityGuardTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_HANDS_UP:
		GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_GUN_COOL_1, 2);
		break;
	case SOUND_PED_HANDS_COWER: sfx = SFX_SECURITY_GUARD_VOICE_1_GUN_PANIC_1; break;
	case SOUND_PED_CAR_JACKED:
	case SOUND_PED_CAR_COLLISION:
		GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_DRIVER_ABUSE_1, 6);
		break;
	case SOUND_PED_ATTACK:
		GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_FIGHT_1, 2);
		break;
	case SOUND_PED_FLEE_RUN:
#ifdef FIX_BUGS
		sfx = SFX_SECURITY_GUARD_VOICE_1_RUN_FROM_FIGHT_1;
#else
		GetPhrase(&sfx, &lastSfx, SFX_SECURITY_GUARD_VOICE_1_DRIVER_ABUSE_1, 12);
#endif
		break;
	default: return GetGenericMaleTalkSfx(sound);
	}
	return sfx;
}

uint32
cAudioManager::GetChunkyTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	if(sound == SOUND_PED_DEATH) return SFX_CHUNKY_DEATH;

	if(sound != SOUND_PED_FLEE_RUN) return GetGenericMaleTalkSfx(sound);

	GetPhrase(&sfx, &lastSfx, SFX_CHUNKY_RUN_1, 5);
	return sfx;
}

uint32
cAudioManager::GetGenericMaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_DEATH: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_DEATH_1, 8); break;
	case SOUND_PED_BULLET_HIT:
	case SOUND_PED_DEFEND: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_GRUNT_1, 15); break;
	case SOUND_PED_BURNING: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_FIRE_1, 8); break;
	case SOUND_PED_FLEE_SPRINT: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_MALE_PANIC_1, 6); break;
	default: return NO_SAMPLE;
	}
	return sfx;
}

uint32
cAudioManager::GetGenericFemaleTalkSfx(int16 sound)
{
	uint32 sfx;
	static uint32 lastSfx = NO_SAMPLE;

	switch(sound) {
	case SOUND_PED_DEATH: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_DEATH_1, 10); break;
	case SOUND_PED_BULLET_HIT:
	case SOUND_PED_DEFEND: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_GRUNT_1, 11); break;
	case SOUND_PED_BURNING: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_FIRE_1, 9); break;
	case SOUND_PED_FLEE_SPRINT: GetPhrase(&sfx, &lastSfx, SFX_GENERIC_FEMALE_PANIC_1, 8); break;
	default: return NO_SAMPLE;
	}
	return sfx;
}

void
cAudioManager::GenerateIntegerRandomNumberTable()
{
	for(int32 i = 0; i < ARRAY_SIZE(m_anRandomTable); i++) { m_anRandomTable[i] = rand(); }
}

char *
cAudioManager::Get3DProviderName(uint8 id) const
{
	if(!m_bIsInitialised) return nil;
	if(id >= SampleManager.GetNum3DProvidersAvailable()) return nil;
	return SampleManager.Get3DProviderName(id);
}

uint8
cAudioManager::GetCDAudioDriveLetter() const
{
	if(m_bIsInitialised) return SampleManager.GetCDAudioDriveLetter();

	return 0;
}

int8
cAudioManager::GetCurrent3DProviderIndex() const
{
	if(m_bIsInitialised) return SampleManager.GetCurrent3DProviderIndex();

	return -1;
}

float
cAudioManager::GetDistanceSquared(CVector *v) const
{
	const CVector &c = TheCamera.GetPosition();
	return sq(v->x - c.x) + sq(v->y - c.y) + sq((v->z - c.z) * 0.2f);
}

int32
cAudioManager::GetJumboTaxiFreq() const
{
	return (60.833f * m_sQueueSample.m_fDistance) + 22050;
}

bool
cAudioManager::GetMissionAudioLoadingStatus() const
{
	if(m_bIsInitialised) return m_sMissionAudio.m_bLoadingStatus;

	return true;
}

uint8
cAudioManager::GetNum3DProvidersAvailable() const
{
	if(m_bIsInitialised) return SampleManager.GetNum3DProvidersAvailable();
	return 0;
}

int32
cAudioManager::GetPedCommentSfx(CPed *ped, int32 sound)
{
	if(ped->IsPlayer()) return GetPlayerTalkSfx(sound);

	switch(ped->m_modelIndex) {
	case MI_COP: return GetCopTalkSfx(sound);
	case MI_SWAT: return GetSwatTalkSfx(sound);
	case MI_FBI: return GetFBITalkSfx(sound);
	case MI_ARMY: return GetArmyTalkSfx(sound);
	case MI_MEDIC: return GetMedicTalkSfx(sound);
	case MI_FIREMAN: return GetFiremanTalkSfx(sound);
	case MI_MALE01: return GetNormalMaleTalkSfx(sound);
	case MI_TAXI_D: return GetTaxiDriverTalkSfx(sound);
	case MI_PIMP: return GetPimpTalkSfx(sound);
	case MI_GANG01:
	case MI_GANG02: return GetMafiaTalkSfx(sound);
	case MI_GANG03:
	case MI_GANG04: return GetTriadTalkSfx(sound);
	case MI_GANG05:
	case MI_GANG06: return GetDiabloTalkSfx(sound);
	case MI_GANG07:
	case MI_GANG08: return GetYakuzaTalkSfx(sound);
	case MI_GANG09:
	case MI_GANG10: return GetYardieTalkSfx(sound);
	case MI_GANG11:
	case MI_GANG12: return GetColumbianTalkSfx(sound);
	case MI_GANG13:
	case MI_GANG14: return GetHoodTalkSfx(sound);
	case MI_CRIMINAL01: return GetBlackCriminalTalkSfx(sound);
	case MI_CRIMINAL02: return GetWhiteCriminalTalkSfx(sound);
	case MI_SPECIAL01:
	case MI_SPECIAL02:
	case MI_SPECIAL03:
	case MI_SPECIAL04: return GetSpecialCharacterTalkSfx(ped->m_modelIndex, sound);
	case MI_MALE02: return GetMaleNo2TalkSfx(sound);
	case MI_MALE03:
	case MI_P_MAN1:
	case MI_P_MAN2: return GetBlackProjectMaleTalkSfx(sound, ped->m_modelIndex);
	case MI_FATMALE01: return GetWhiteFatMaleTalkSfx(sound);
	case MI_FATMALE02: return GetBlackFatMaleTalkSfx(sound);
	case MI_FEMALE01: return GetBlackCasualFemaleTalkSfx(sound);
	case MI_FEMALE02:
	case MI_CAS_WOM: return GetWhiteCasualFemaleTalkSfx(sound);
	case MI_FEMALE03: return GetFemaleNo3TalkSfx(sound);
	case MI_FATFEMALE01: return GetBlackFatFemaleTalkSfx(sound);
	case MI_FATFEMALE02: return GetWhiteFatFemaleTalkSfx(sound);
	case MI_PROSTITUTE: return GetBlackFemaleProstituteTalkSfx(sound);
	case MI_PROSTITUTE2: return GetWhiteFemaleProstituteTalkSfx(sound);
	case MI_P_WOM1: return GetBlackProjectFemaleOldTalkSfx(sound);
	case MI_P_WOM2: return GetBlackProjectFemaleYoungTalkSfx(sound);
	case MI_CT_MAN1: return GetChinatownMaleOldTalkSfx(sound);
	case MI_CT_MAN2: return GetChinatownMaleYoungTalkSfx(sound);
	case MI_CT_WOM1: return GetChinatownFemaleOldTalkSfx(sound);
	case MI_CT_WOM2: return GetChinatownFemaleYoungTalkSfx(sound);
	case MI_LI_MAN1:
	case MI_LI_MAN2: return GetLittleItalyMaleTalkSfx(sound);
	case MI_LI_WOM1: return GetLittleItalyFemaleOldTalkSfx(sound);
	case MI_LI_WOM2: return GetLittleItalyFemaleYoungTalkSfx(sound);
	case MI_DOCKER1: return GetWhiteDockerMaleTalkSfx(sound);
	case MI_DOCKER2: return GetBlackDockerMaleTalkSfx(sound);
	case MI_SCUM_MAN: return GetScumMaleTalkSfx(sound);
	case MI_SCUM_WOM: return GetScumFemaleTalkSfx(sound);
	case MI_WORKER1: return GetWhiteWorkerMaleTalkSfx(sound);
	case MI_WORKER2: return GetBlackWorkerMaleTalkSfx(sound);
	case MI_B_MAN1:
	case MI_B_MAN3: return GetBusinessMaleYoungTalkSfx(sound, ped->m_modelIndex);
	case MI_B_MAN2: return GetBusinessMaleOldTalkSfx(sound);
	case MI_B_WOM1:
	case MI_B_WOM2: return GetWhiteBusinessFemaleTalkSfx(sound, ped->m_modelIndex);
	case MI_B_WOM3: return GetBlackBusinessFemaleTalkSfx(sound);
	case MI_MOD_MAN: return GetSupermodelMaleTalkSfx(sound);
	case MI_MOD_WOM: return GetSupermodelFemaleTalkSfx(sound);
	case MI_ST_MAN: return GetStewardMaleTalkSfx(sound);
	case MI_ST_WOM: return GetStewardFemaleTalkSfx(sound);
	case MI_FAN_MAN1:
	case MI_FAN_MAN2: return GetFanMaleTalkSfx(sound, ped->m_modelIndex);
	case MI_FAN_WOM: return GetFanFemaleTalkSfx(sound);
	case MI_HOS_MAN: return GetHospitalMaleTalkSfx(sound);
	case MI_HOS_WOM: return GetHospitalFemaleTalkSfx(sound);
	case MI_CONST1: return GetWhiteConstructionWorkerTalkSfx(sound);
	case MI_CONST2: return GetBlackConstructionWorkerTalkSfx(sound);
	case MI_SHOPPER1:
	case MI_SHOPPER2:
	case MI_SHOPPER3: return GetShopperFemaleTalkSfx(sound, ped->m_modelIndex);
	case MI_STUD_MAN: return GetStudentMaleTalkSfx(sound);
	case MI_STUD_WOM: return GetStudentFemaleTalkSfx(sound);
	case MI_CAS_MAN: return GetCasualMaleOldTalkSfx(sound);
	default: return GetGenericMaleTalkSfx(sound);
	}
}

void
cAudioManager::GetPhrase(uint32 *phrase, uint32 *prevPhrase, uint32 sample, uint32 maxOffset) const
{
	*phrase = sample + m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % maxOffset;

	// check if the same sfx like last time, if yes, then try use next one,
	// if exceeded range, then choose first available sample
	if(*phrase == *prevPhrase && ++*phrase >= sample + maxOffset) *phrase = sample;
	*prevPhrase = *phrase;
}

float
cAudioManager::GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
                                             cTransmission *transmission, float velocityChange)
{
	tWheelState wheelState;
	float relativeVelChange;
	float gasPedalAudio = automobile->m_fGasPedalAudio;
	float modificator;
	float velChange;
	float relativeVel;

	wheelState = automobile->m_aWheelState[wheel];
	if(wheelState == WHEEL_STATE_SPINNING && gasPedalAudio > 0.4f) {
		relativeVelChange = (gasPedalAudio - 0.4f) * 1.25f;

	} else if(wheelState == WHEEL_STATE_SKIDDING) {
		relativeVelChange = Min(1.0f, Abs(velocityChange) / transmission->fMaxVelocity);
	} else if(wheelState == WHEEL_STATE_FIXED) {
		modificator = 0.4f;
		relativeVelChange = gasPedalAudio;
		if(relativeVelChange > 0.4f) {
			relativeVelChange = relativeVelChange - 0.4f;
			modificator = 5.f / 3.f;
		}
		velChange = Abs(velocityChange);
		if(relativeVelChange > 0.4f) relativeVelChange = relativeVelChange * modificator;
		if(velChange > 0.04f) {
			relativeVel = Min(1.0f, velChange / transmission->fMaxVelocity);
		} else {
			relativeVel = 0.0f;
		}
		if(relativeVel >= relativeVelChange) relativeVelChange = relativeVel;
	} else {
		relativeVelChange = 0.0f;
	}

	return Max(relativeVelChange, Min(1.0f, Abs(automobile->m_vecTurnSpeed.z) * 20.0f));
}

float
cAudioManager::GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile,
                                                cTransmission *transmission, float velocityChange)
{
	float relativeVelChange;

	if(automobile->m_aWheelState[wheel] == 2) {
		relativeVelChange = Min(1.0f, Abs(velocityChange) / transmission->fMaxVelocity);
	} else {
		relativeVelChange = 0.0f;
	}

	return Max(relativeVelChange, Min(1.0f, Abs(automobile->m_vecTurnSpeed.z) * 20.0f));
}

bool
cAudioManager::HasAirBrakes(int32 model) const
{
	return model == LINERUN || model == FIRETRUK || model == TRASH || model == BUS ||
	       model == COACH;
}

void
cAudioManager::Initialise()
{
	if(!m_bIsInitialised) {
		PreInitialiseGameSpecificSetup();
		m_bIsInitialised = SampleManager.Initialise();
		if(m_bIsInitialised) {
			m_bActiveSamples = SampleManager.GetMaximumSupportedChannels();
			if(m_bActiveSamples <= 1) {
				Terminate();
			} else {
				--m_bActiveSamples;
				PostInitialiseGameSpecificSetup();
				InitialisePoliceRadioZones();
				InitialisePoliceRadio();
				MusicManager.Initialise();
			}
		}
	}
}

void
cAudioManager::InterrogateAudioEntities()
{
	for(int32 i = 0; i < m_nAudioEntitiesTotal; i++) {
		ProcessEntity(m_anAudioEntityIndices[i]);
		m_asAudioEntities[m_anAudioEntityIndices[i]].m_AudioEvents = 0;
	}
}

bool
cAudioManager::IsAudioInitialised() const
{
	return m_bIsInitialised;
}

bool
cAudioManager::IsMissionAudioSampleFinished()
{
	if(m_bIsInitialised) return m_sMissionAudio.m_bPlayStatus == PLAY_STATUS_FINISHED;

	static int32 cPretendFrame = 1;

	return (cPretendFrame++ & 63) == 0;
}

bool
cAudioManager::IsMP3RadioChannelAvailable() const
{
	if(m_bIsInitialised) return SampleManager.IsMP3RadioChannelAvailable();

	return false;
}

bool
cAudioManager::MissionScriptAudioUsesPoliceChannel(int32 soundMission) const
{
	switch(soundMission) {
	case STREAMED_SOUND_MISSION_J6_D:
	case STREAMED_SOUND_MISSION_T4_A:
	case STREAMED_SOUND_MISSION_S1_H:
	case STREAMED_SOUND_MISSION_S3_B:
	case STREAMED_SOUND_MISSION_EL3_A:
	case STREAMED_SOUND_MISSION_A3_A:
	case STREAMED_SOUND_MISSION_A5_A:
	case STREAMED_SOUND_MISSION_K1_A:
	case STREAMED_SOUND_MISSION_R1_A:
	case STREAMED_SOUND_MISSION_R5_A:
	case STREAMED_SOUND_MISSION_LO2_A:
	case STREAMED_SOUND_MISSION_LO6_A: return true;
	default: return false;
	}
}

void
cAudioManager::PlayLoadedMissionAudio()
{
	if(m_bIsInitialised && m_sMissionAudio.m_nSampleIndex != NO_SAMPLE &&
	   m_sMissionAudio.m_bLoadingStatus == LOADING_STATUS_LOADED &&
	   !m_sMissionAudio.m_bPlayStatus) {
		m_sMissionAudio.m_bIsPlayed = true;
	}
}

void
cAudioManager::PlayOneShot(int32 index, int16 sound, float vol)
{
	static const uint8 OneShotPriority[] = {
	    3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 5, 5, 3, 5, 2, 2, 1, 1, 3, 1, 3, 3, 1, 1,
	    1, 4, 4, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 3, 2, 2, 2, 2, 0, 0, 6,
	    6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
	    0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 3, 1, 1, 1, 9, 2, 2, 0, 0, 0, 0, 3, 3, 5, 1,
	    1, 1, 1, 3, 4, 7, 6, 6, 6, 6, 1, 3, 4, 3, 4, 2, 1, 3, 5, 4, 6, 6, 1, 3, 1, 1, 1, 0,
	    0, 0, 0, 0, 0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};

	if(m_bIsInitialised) {
		if(index >= 0 && index < totalAudioEntitiesSlots) {
			tAudioEntity &entity = m_asAudioEntities[index];
			if(entity.m_bIsUsed) {
				if(sound < SOUND_TOTAL_SOUNDS) {
					if(entity.m_nType == AUDIOTYPE_SCRIPTOBJECT) {
						if(m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal <
						   ARRAY_SIZE(m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices)) {
							entity.m_awAudioEvent[0] = sound;
							entity.m_AudioEvents = 1;
							m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices
							    [m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal++] = index;
						}
					} else {
						int32 i = 0;
						while(true) {
							if(i >= entity.m_AudioEvents) {
								if(entity.m_AudioEvents <
								   ARRAY_SIZE(
								       entity.m_awAudioEvent)) {
									entity.m_awAudioEvent[i] =
									    sound;
									entity.m_afVolume[i] = vol;
									++entity.m_AudioEvents;
								}
								return;
							}
							if(OneShotPriority[entity
							                       .m_awAudioEvent[i]] >
							   OneShotPriority[sound])
								break;
							++i;
						}
						if(i < NUM_AUDIOENTITY_EVENTS - 1) {
							memmove(&entity.m_awAudioEvent[i + 1],
							        &entity.m_awAudioEvent[i],
							        (NUM_AUDIOENTITY_EVENTS - 1 - i) *
							            NUM_AUDIOENTITY_EVENTS / 2);
							memmove(&entity.m_afVolume[i + 1],
							        &entity.m_afVolume[i],
							        (NUM_AUDIOENTITY_EVENTS - 1 - i) *
							            NUM_AUDIOENTITY_EVENTS);
						}
						entity.m_awAudioEvent[i] = sound;
						entity.m_afVolume[i] = vol;
						if(entity.m_AudioEvents <
						   ARRAY_SIZE(entity.m_awAudioEvent))
							++entity.m_AudioEvents;
					}
				}
			}
		}
	}
}

void
cAudioManager::PlayerJustGotInCar() const
{
	if(m_bIsInitialised) { bPlayerJustEnteredCar = true; }
}

void
cAudioManager::PlayerJustLeftCar(void) const
{
	// UNUSED: This is a perfectly empty function.
}

void
cAudioManager::PostInitialiseGameSpecificSetup()
{
	m_nFireAudioEntity = CreateEntity(AUDIOTYPE_FIRE, &gFireManager);
	if(m_nFireAudioEntity >= 0) SetEntityStatus(m_nFireAudioEntity, 1);

	m_nCollisionEntity = CreateEntity(AUDIOTYPE_COLLISION, (void *)1);
	if(m_nCollisionEntity >= 0) SetEntityStatus(m_nCollisionEntity, 1);

	m_nFrontEndEntity = CreateEntity(AUDIOTYPE_FRONTEND, (void *)1);
	if(m_nFrontEndEntity >= 0) SetEntityStatus(m_nFrontEndEntity, 1);

	m_nProjectileEntity = CreateEntity(AUDIOTYPE_PROJECTILE, (void *)1);
	if(m_nProjectileEntity >= 0) SetEntityStatus(m_nProjectileEntity, 1);

	m_nWaterCannonEntity = CreateEntity(AUDIOTYPE_WATERCANNON, (void *)1);
	if(m_nWaterCannonEntity >= 0) SetEntityStatus(m_nWaterCannonEntity, 1);

	m_nPoliceChannelEntity = CreateEntity(AUDIOTYPE_POLICERADIO, (void *)1);
	if(m_nPoliceChannelEntity >= 0) SetEntityStatus(m_nPoliceChannelEntity, 1);

	m_nBridgeEntity = CreateEntity(AUDIOTYPE_BRIDGE, (void *)1);
	if(m_nBridgeEntity >= 0) SetEntityStatus(m_nBridgeEntity, 1);

	m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
	m_sMissionAudio.m_bLoadingStatus = LOADING_STATUS_NOT_LOADED;
	m_sMissionAudio.m_bPlayStatus = PLAY_STATUS_STOPPED;
	m_sMissionAudio.field_22 = 0;
	m_sMissionAudio.m_bIsPlayed = false;
	m_sMissionAudio.m_bPredefinedProperties = 1;
	m_sMissionAudio.m_nMissionAudioCounter = 0;
	ResetAudioLogicTimers(CTimer::GetTimeInMilliseconds());
}

void
cAudioManager::PostTerminateGameSpecificShutdown()
{
	;
}

void
cAudioManager::PreInitialiseGameSpecificSetup() const
{
	BankStartOffset[SAMPLEBANK_MAIN] = SFX_CAR_HORN_JEEP;
	BankStartOffset[SAMPLEBANK_PED] = SFX_COP_VOICE_1_ARREST_1;
}

struct MissionAudioData {
	const char *m_pName;
	int32 m_nId;
};

const MissionAudioData MissionAudioNameSfxAssoc[] = {
    {"lib_a1", STREAMED_SOUND_MISSION_LIB_A1},   {"lib_a2", STREAMED_SOUND_MISSION_LIB_A2},
    {"lib_a", STREAMED_SOUND_MISSION_LIB_A},     {"lib_b", STREAMED_SOUND_MISSION_LIB_B},
    {"lib_c", STREAMED_SOUND_MISSION_LIB_C},     {"lib_d", STREAMED_SOUND_MISSION_LIB_D},
    {"l2_a", STREAMED_SOUND_MISSION_L2_A},       {"j4t_1", STREAMED_SOUND_MISSION_J4T_1},
    {"j4t_2", STREAMED_SOUND_MISSION_J4T_2},     {"j4t_3", STREAMED_SOUND_MISSION_J4T_3},
    {"j4t_4", STREAMED_SOUND_MISSION_J4T_4},     {"j4_a", STREAMED_SOUND_MISSION_J4_A},
    {"j4_b", STREAMED_SOUND_MISSION_J4_B},       {"j4_c", STREAMED_SOUND_MISSION_J4_C},
    {"j4_d", STREAMED_SOUND_MISSION_J4_D},       {"j4_e", STREAMED_SOUND_MISSION_J4_E},
    {"j4_f", STREAMED_SOUND_MISSION_J4_F},       {"j6_1", STREAMED_SOUND_MISSION_J6_1},
    {"j6_a", STREAMED_SOUND_MISSION_J6_A},       {"j6_b", STREAMED_SOUND_MISSION_J6_B},
    {"j6_c", STREAMED_SOUND_MISSION_J6_C},       {"j6_d", STREAMED_SOUND_MISSION_J6_D},
    {"t4_a", STREAMED_SOUND_MISSION_T4_A},       {"s1_a", STREAMED_SOUND_MISSION_S1_A},
    {"s1_a1", STREAMED_SOUND_MISSION_S1_A1},     {"s1_b", STREAMED_SOUND_MISSION_S1_B},
    {"s1_c", STREAMED_SOUND_MISSION_S1_C},       {"s1_c1", STREAMED_SOUND_MISSION_S1_C1},
    {"s1_d", STREAMED_SOUND_MISSION_S1_D},       {"s1_e", STREAMED_SOUND_MISSION_S1_E},
    {"s1_f", STREAMED_SOUND_MISSION_S1_F},       {"s1_g", STREAMED_SOUND_MISSION_S1_G},
    {"s1_h", STREAMED_SOUND_MISSION_S1_H},       {"s1_i", STREAMED_SOUND_MISSION_S1_I},
    {"s1_j", STREAMED_SOUND_MISSION_S1_J},       {"s1_k", STREAMED_SOUND_MISSION_S1_K},
    {"s1_l", STREAMED_SOUND_MISSION_S1_L},       {"s3_a", STREAMED_SOUND_MISSION_S3_A},
    {"s3_b", STREAMED_SOUND_MISSION_S3_B},       {"el3_a", STREAMED_SOUND_MISSION_EL3_A},
    {"mf1_a", STREAMED_SOUND_MISSION_MF1_A},     {"mf2_a", STREAMED_SOUND_MISSION_MF2_A},
    {"mf3_a", STREAMED_SOUND_MISSION_MF3_A},     {"mf3_b", STREAMED_SOUND_MISSION_MF3_B},
    {"mf3_b1", STREAMED_SOUND_MISSION_MF3_B1},   {"mf3_c", STREAMED_SOUND_MISSION_MF3_C},
    {"mf4_a", STREAMED_SOUND_MISSION_MF4_A},     {"mf4_b", STREAMED_SOUND_MISSION_MF4_B},
    {"mf4_c", STREAMED_SOUND_MISSION_MF4_C},     {"a1_a", STREAMED_SOUND_MISSION_A1_A},
    {"a3_a", STREAMED_SOUND_MISSION_A3_A},       {"a5_a", STREAMED_SOUND_MISSION_A5_A},
    {"a4_a", STREAMED_SOUND_MISSION_A4_A},       {"a4_b", STREAMED_SOUND_MISSION_A4_B},
    {"a4_c", STREAMED_SOUND_MISSION_A4_C},       {"a4_d", STREAMED_SOUND_MISSION_A4_D},
    {"k1_a", STREAMED_SOUND_MISSION_K1_A},       {"k3_a", STREAMED_SOUND_MISSION_K3_A},
    {"r1_a", STREAMED_SOUND_MISSION_R1_A},       {"r2_a", STREAMED_SOUND_MISSION_R2_A},
    {"r2_b", STREAMED_SOUND_MISSION_R2_B},       {"r2_c", STREAMED_SOUND_MISSION_R2_C},
    {"r2_d", STREAMED_SOUND_MISSION_R2_D},       {"r2_e", STREAMED_SOUND_MISSION_R2_E},
    {"r2_f", STREAMED_SOUND_MISSION_R2_F},       {"r2_g", STREAMED_SOUND_MISSION_R2_G},
    {"r2_h", STREAMED_SOUND_MISSION_R2_H},       {"r5_a", STREAMED_SOUND_MISSION_R5_A},
    {"r6_a", STREAMED_SOUND_MISSION_R6_A},       {"r6_a1", STREAMED_SOUND_MISSION_R6_A1},
    {"r6_b", STREAMED_SOUND_MISSION_R6_B},       {"lo2_a", STREAMED_SOUND_MISSION_LO2_A},
    {"lo6_a", STREAMED_SOUND_MISSION_LO6_A},     {"yd2_a", STREAMED_SOUND_MISSION_YD2_A},
    {"yd2_b", STREAMED_SOUND_MISSION_YD2_B},     {"yd2_c", STREAMED_SOUND_MISSION_YD2_C},
    {"yd2_c1", STREAMED_SOUND_MISSION_YD2_C1},   {"yd2_d", STREAMED_SOUND_MISSION_YD2_D},
    {"yd2_e", STREAMED_SOUND_MISSION_YD2_E},     {"yd2_f", STREAMED_SOUND_MISSION_YD2_F},
    {"yd2_g", STREAMED_SOUND_MISSION_YD2_G},     {"yd2_h", STREAMED_SOUND_MISSION_YD2_H},
    {"yd2_ass", STREAMED_SOUND_MISSION_YD2_ASS}, {"yd2_ok", STREAMED_SOUND_MISSION_YD2_OK},
    {"h5_a", STREAMED_SOUND_MISSION_H5_A},       {"h5_b", STREAMED_SOUND_MISSION_H5_B},
    {"h5_c", STREAMED_SOUND_MISSION_H5_C},       {"ammu_a", STREAMED_SOUND_MISSION_AMMU_A},
    {"ammu_b", STREAMED_SOUND_MISSION_AMMU_B},   {"ammu_c", STREAMED_SOUND_MISSION_AMMU_C},
    {"door_1", STREAMED_SOUND_MISSION_DOOR_1},   {"door_2", STREAMED_SOUND_MISSION_DOOR_2},
    {"door_3", STREAMED_SOUND_MISSION_DOOR_3},   {"door_4", STREAMED_SOUND_MISSION_DOOR_4},
    {"door_5", STREAMED_SOUND_MISSION_DOOR_5},   {"door_6", STREAMED_SOUND_MISSION_DOOR_6},
    {"t3_a", STREAMED_SOUND_MISSION_T3_A},       {"t3_b", STREAMED_SOUND_MISSION_T3_B},
    {"t3_c", STREAMED_SOUND_MISSION_T3_C},       {"k1_b", STREAMED_SOUND_MISSION_K1_B},
    {"c_1", STREAMED_SOUND_MISSION_CAT1}};

int32
FindMissionAudioSfx(const char *name)
{
	for(uint32 i = 0; i < ARRAY_SIZE(MissionAudioNameSfxAssoc); ++i) {
		if(!CGeneral::faststricmp(MissionAudioNameSfxAssoc[i].m_pName, name))
			return MissionAudioNameSfxAssoc[i].m_nId;
	}
	debug("Can't find mission audio %s", name);
	return NO_SAMPLE;
}

void
cAudioManager::PreloadMissionAudio(const char *name)
{
	if(m_bIsInitialised) {
		int32 missionAudioSfx = FindMissionAudioSfx(name);
		if(missionAudioSfx != NO_SAMPLE) {
			m_sMissionAudio.m_nSampleIndex = missionAudioSfx;
			m_sMissionAudio.m_bLoadingStatus = LOADING_STATUS_NOT_LOADED;
			m_sMissionAudio.m_bPlayStatus = PLAY_STATUS_STOPPED;
			m_sMissionAudio.field_22 = 0;
			m_sMissionAudio.m_nMissionAudioCounter =
			    m_bTimeSpent * SampleManager.GetStreamedFileLength(missionAudioSfx) /
			    1000;
			m_sMissionAudio.m_nMissionAudioCounter *= 4;
			m_sMissionAudio.m_bIsPlayed = false;
			m_sMissionAudio.m_bPredefinedProperties = 1;
			g_bMissionAudioLoadFailed = false;
		}
	}
}
void
cAudioManager::PreTerminateGameSpecificShutdown()
{
	if(m_nBridgeEntity >= 0) {
		DestroyEntity(m_nBridgeEntity);
		m_nBridgeEntity = AEHANDLE_NONE;
	}
	if(m_nPoliceChannelEntity >= 0) {
		DestroyEntity(m_nPoliceChannelEntity);
		m_nPoliceChannelEntity = AEHANDLE_NONE;
	}
	if(m_nWaterCannonEntity >= 0) {
		DestroyEntity(m_nWaterCannonEntity);
		m_nWaterCannonEntity = AEHANDLE_NONE;
	}
	if(m_nFireAudioEntity >= 0) {
		DestroyEntity(m_nFireAudioEntity);
		m_nFireAudioEntity = AEHANDLE_NONE;
	}
	if(m_nCollisionEntity >= 0) {
		DestroyEntity(m_nCollisionEntity);
		m_nCollisionEntity = AEHANDLE_NONE;
	}
	if(m_nFrontEndEntity >= 0) {
		DestroyEntity(m_nFrontEndEntity);
		m_nFrontEndEntity = AEHANDLE_NONE;
	}
	if(m_nProjectileEntity >= 0) {
		DestroyEntity(m_nProjectileEntity);
		m_nProjectileEntity = AEHANDLE_NONE;
	}
}

void
cAudioManager::ProcessActiveQueues()
{
	bool flag;
	float position2;
	float position1;

	uint32 v28;
	uint32 v29;

	float x;
	float usedX;
	float usedY;
	float usedZ;

	uint8 vol;
	uint8 emittingVol;
	CVector position;

	for(int32 i = 0; i < m_bActiveSamples; i++) {
		m_asSamples[m_bActiveSampleQueue][i].m_bIsProcessed = false;
		m_asActiveSamples[i].m_bIsProcessed = false;
	}

	for(int32 i = 0; i < m_bSampleRequestQueuesStatus[m_bActiveSampleQueue]; ++i) {
		tSound &sample = m_asSamples[m_bActiveSampleQueue]
		                            [m_abSampleQueueIndexTable[m_bActiveSampleQueue][i]];
		if(sample.m_nSampleIndex != NO_SAMPLE) {
			for(int32 j = 0; j < m_bActiveSamples; ++j) {
				if(sample.m_nEntityIndex == m_asActiveSamples[j].m_nEntityIndex &&
				   sample.m_nCounter == m_asActiveSamples[j].m_nCounter &&
				   sample.m_nSampleIndex == m_asActiveSamples[j].m_nSampleIndex) {
					if(sample.m_nLoopCount) {
						if(m_FrameCounter & 1) {
							flag = !!(j & 1);
						} else {
							flag = !(j & 1);
						}
						if(flag && !SampleManager.GetChannelUsedFlag(j)) {
							sample.m_bLoopEnded = true;
							m_asActiveSamples[j].m_bLoopEnded = true;
							m_asActiveSamples[j].m_nSampleIndex =
							    NO_SAMPLE;
							m_asActiveSamples[j].m_nEntityIndex =
							    AEHANDLE_NONE;
							continue;
						}
					}
					sample.m_bIsProcessed = true;
					m_asActiveSamples[j].m_bIsProcessed = true;
					sample.m_nVolumeChange = -1;
					if(!sample.m_bReleasingSoundFlag) {
						if(sample.m_bIs2D) {
							if(field_4) {
								emittingVol =
								    2 *
								    Min(63,
								        sample.m_bEmittingVolume);
							} else {
								emittingVol =
								    sample.m_bEmittingVolume;
							}
							SampleManager.SetChannelFrequency(
							    j, sample.m_nFrequency);
							SampleManager.SetChannelEmittingVolume(
							    j, emittingVol);
						} else {
							m_asActiveSamples[j].m_fDistance =
							    sample.m_fDistance;
							position2 = sample.m_fDistance;
							position1 =
							    m_asActiveSamples[j].m_fDistance;
							sample.m_nFrequency =
							    ComputeDopplerEffectedFrequency(
							        sample.m_nFrequency, position1,
							        position2,
							        sample.m_fSpeedMultiplier);
							if(sample.m_nFrequency !=
							   m_asActiveSamples[j].m_nFrequency) {
								int32 freq;
								if(sample.m_nFrequency <=
								   m_asActiveSamples[j]
								       .m_nFrequency) {
									freq = Max(
									    sample.m_nFrequency,
									    m_asActiveSamples[j]
									            .m_nFrequency -
									        6000);
								} else {
									freq = Min(
									    sample.m_nFrequency,
									    m_asActiveSamples[j]
									            .m_nFrequency +
									        6000);
								}
								m_asActiveSamples[j].m_nFrequency =
								    freq;
								SampleManager.SetChannelFrequency(
								    j, freq);
							}

							if(sample.m_bEmittingVolume !=
							   m_asActiveSamples[j].m_bEmittingVolume) {
								if(sample.m_bEmittingVolume <=
								   m_asActiveSamples[j]
								       .m_bEmittingVolume) {
									vol = Max(
									    m_asActiveSamples[j]
									            .m_bEmittingVolume -
									        10,
									    sample
									        .m_bEmittingVolume);
								} else {
									vol = Min(
									    m_asActiveSamples[j]
									            .m_bEmittingVolume +
									        10,
									    sample
									        .m_bEmittingVolume);
								}

								uint8 emittingVol;
								if(field_4) {
									emittingVol =
									    2 * Min(63, vol);
								} else {
									emittingVol = vol;
								}
								SampleManager
								    .SetChannelEmittingVolume(
								        j, emittingVol);
								m_asActiveSamples[j]
								    .m_bEmittingVolume = vol;
							}
							TranslateEntity(&sample.m_vecPos,
							                &position);
							SampleManager.SetChannel3DPosition(
							    j, position.x, position.y, position.z);
							SampleManager.SetChannel3DDistances(
							    j, sample.m_fSoundIntensity,
							    0.25f * sample.m_fSoundIntensity);
						}
						SampleManager.SetChannelReverbFlag(
						    j, sample.m_bReverbFlag);
						continue;
					}
					sample.m_bIsProcessed = false;
					m_asActiveSamples[j].m_bIsProcessed = false;
					break;
				}
			}
		}
	}
	for(int32 i = 0; i < m_bActiveSamples; i++) {
		if(m_asActiveSamples[i].m_nSampleIndex != NO_SAMPLE &&
		   !m_asActiveSamples[i].m_bIsProcessed) {
			SampleManager.StopChannel(i);
			m_asActiveSamples[i].m_nSampleIndex = NO_SAMPLE;
			m_asActiveSamples[i].m_nEntityIndex = AEHANDLE_NONE;
		}
	}
	for(int32 i = 0; i < m_bSampleRequestQueuesStatus[m_bActiveSampleQueue]; ++i) {
		tSound &sample = m_asSamples[m_bActiveSampleQueue]
		                            [m_abSampleQueueIndexTable[m_bActiveSampleQueue][i]];
		if(!sample.m_bIsProcessed && !sample.m_bLoopEnded &&
		   m_asAudioEntities[sample.m_nEntityIndex].m_bIsUsed &&
		   sample.m_nSampleIndex < NO_SAMPLE) {
			if(sample.m_nCounter > 255 && sample.m_nLoopCount &&
			   sample.m_bLoopsRemaining) {
				--sample.m_bLoopsRemaining;
				sample.m_nReleasingVolumeDivider = 1;
			} else {
				for(int32 j = 0; j < m_bActiveSamples; ++j) {
					if(!m_asActiveSamples[j].m_bIsProcessed) {
						if(sample.m_nLoopCount) {
							v28 = sample.m_nFrequency / m_bTimeSpent;
							v29 = sample.m_nLoopCount *
							      SampleManager.GetSampleLength(
							          sample.m_nSampleIndex);
							if(v28 == 0) continue;
							sample.m_nReleasingVolumeDivider =
							    v29 / v28 + 1;
						}
						memcpy(&m_asActiveSamples[j], &sample,
						       sizeof(tSound));
						if(!m_asActiveSamples[j].m_bIs2D)
							TranslateEntity(
							    &m_asActiveSamples[j].m_vecPos,
							    &position);
						if(field_4) {
							emittingVol =
							    2 * Min(63, m_asActiveSamples[j]
							                    .m_bEmittingVolume);
						} else {
							emittingVol =
							    m_asActiveSamples[j].m_bEmittingVolume;
						}
						if(SampleManager.InitialiseChannel(
						       j, m_asActiveSamples[j].m_nSampleIndex,
						       m_asActiveSamples[j].m_bBankIndex)) {
							SampleManager.SetChannelFrequency(
							    j, m_asActiveSamples[j].m_nFrequency);
							SampleManager.SetChannelEmittingVolume(
							    j, emittingVol);
							SampleManager.SetChannelLoopPoints(
							    j, m_asActiveSamples[j].m_nLoopStart,
							    m_asActiveSamples[j].m_nLoopEnd);
							SampleManager.SetChannelLoopCount(
							    j, m_asActiveSamples[j].m_nLoopCount);
							SampleManager.SetChannelReverbFlag(
							    j, m_asActiveSamples[j].m_bReverbFlag);
							if(m_asActiveSamples[j].m_bIs2D) {
								uint8 offset =
								    m_asActiveSamples[j].m_bOffset;
								if(offset == 63) {
									x = 0.f;
								} else if(offset >= 63) {
									x = (offset - 63) * 1000.f /
									    63;
								} else {
									x = -(63 - offset) *
									    1000.f / 63;
								}
								usedX = x;
								usedY = 0.f;
								usedZ = 0.f;
								m_asActiveSamples[j]
								    .m_fSoundIntensity = 100000.0f;
							} else {
								usedX = position.x;
								usedY = position.y;
								usedZ = position.z;
							}
							SampleManager.SetChannel3DPosition(
							    j, usedX, usedY, usedZ);
							SampleManager.SetChannel3DDistances(
							    j,
							    m_asActiveSamples[j].m_fSoundIntensity,
							    0.25f * m_asActiveSamples[j]
							                .m_fSoundIntensity);
							SampleManager.StartChannel(j);
						}
						m_asActiveSamples[j].m_bIsProcessed = true;
						sample.m_bIsProcessed = true;
						sample.m_nVolumeChange = -1;
						break;
					}
				}
			}
		}
	}
}

bool
cAudioManager::ProcessAirBrakes(cVehicleParams *params)
{
	CAutomobile *automobile;
	uint8 rand;

	if(params->m_fDistance > 900.0f) return false;
	automobile = (CAutomobile *)params->m_pVehicle;
	if(!automobile->bEngineOn) return true;

	if((automobile->m_fVelocityChangeForAudio < 0.025f ||
	    params->m_fVelocityChange >= 0.025f) &&
	   (automobile->m_fVelocityChangeForAudio > -0.025f || params->m_fVelocityChange <= 0.025f))
		return true;

	CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
	rand = m_anRandomTable[0] % 10 + 70;
	m_sQueueSample.m_bVolume = ComputeVolume(rand, 30.0f, m_sQueueSample.m_fDistance);
	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = 13;
		m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_AIR_BRAKES);
		m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 10;
		m_sQueueSample.m_nLoopCount = 1;
		m_sQueueSample.m_bEmittingVolume = rand;
		m_sQueueSample.m_nLoopStart = 0;
		m_sQueueSample.m_nLoopEnd = -1;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_bReleasingSoundFlag = true;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}

	return true;
}

void
cAudioManager::ProcessAirportScriptObject(uint8 sound)
{
	static uint8 counter = 0;

	uint32 time = CTimer::GetTimeInMilliseconds();
	if(time > gAirportNextTime) {
		switch(sound) {
		case SCRIPT_SOUND_AIRPORT_LOOP_S:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
			break;
		case SCRIPT_SOUND_AIRPORT_LOOP_L:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
			break;
		default: return;
		}
		float distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
			m_sQueueSample.m_fDistance = Sqrt(distSquared);
			m_sQueueSample.m_bVolume = ComputeVolume(
			    110, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nSampleIndex =
				    (m_anRandomTable[1] & 3) + SFX_AIRPORT_ANNOUNCEMENT_1;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nCounter = counter++;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_bEmittingVolume = 110;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				gAirportNextTime = time + 10000 + m_anRandomTable[3] % 20000;
			}
		}
	}
}

bool
cAudioManager::ProcessBoatEngine(cVehicleParams *params)
{
	CBoat *boat;
	float padRelativeAccerate;
	float gasPedal;
	int32 padAccelerate;
	uint8 emittingVol;
	float oneShotVol;

	static uint16 LastAccel = 0;
	static uint8 LastVol = 0;

	static const int intensity = 50;

	if(params->m_fDistance < SQR(intensity)) {
		boat = (CBoat *)params->m_pVehicle;
		if(params->m_nIndex == REEFER) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			m_sQueueSample.m_bVolume =
			    ComputeVolume(80, 50.f, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nCounter = 39;
				m_sQueueSample.m_nSampleIndex = SFX_FISHING_BOAT_IDLE;
				m_sQueueSample.m_nFrequency = 10386;
				m_sQueueSample.m_nFrequency +=
				    (m_sQueueSample.m_nEntityIndex << 16) % 1000;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_bEmittingVolume = 80;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_fSoundIntensity = intensity;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_nReleasingVolumeDivider = 7;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
			if(FindPlayerVehicle() == params->m_pVehicle) {
				if(Pads[0].GetAccelerate() <= Pads[0].GetBrake())
					padAccelerate = Pads[0].GetBrake();
				else
					padAccelerate = Pads[0].GetAccelerate();
				padRelativeAccerate = padAccelerate / 255;
				emittingVol = (100.f * padRelativeAccerate) + 15;
				m_sQueueSample.m_nFrequency = (3000.f * padRelativeAccerate) + 6000;
				if(!boat->m_bIsAnchored)
					m_sQueueSample.m_nFrequency =
					    11 * m_sQueueSample.m_nFrequency / 10;
			} else {
				gasPedal = Abs(boat->m_fGasPedal);
				if(gasPedal > 0.0f) {
					m_sQueueSample.m_nFrequency = 6000;
					emittingVol = 15;
				} else {
					emittingVol = (100.f * gasPedal) + 15;
					m_sQueueSample.m_nFrequency = (3000.f * gasPedal) + 6000;
					if(!boat->m_bIsAnchored)
						m_sQueueSample.m_nFrequency =
						    11 * m_sQueueSample.m_nFrequency / 10;
				}
			}
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
			if(!m_sQueueSample.m_bVolume) return 1;
			m_sQueueSample.m_nCounter = 40;
			m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
			m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = intensity;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 7;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
		} else {
			if(FindPlayerVehicle() == params->m_pVehicle) {
				if(Pads[0].GetAccelerate() <= Pads[0].GetBrake())
					padAccelerate = Pads[0].GetBrake();
				else
					padAccelerate = Pads[0].GetAccelerate();
				if(padAccelerate <= 20) {
					emittingVol = 45 - 45 * padAccelerate / 40;
					m_sQueueSample.m_nFrequency = 100 * padAccelerate + 11025;
					m_sQueueSample.m_nCounter = 39;
					m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
					if(LastAccel > 20) {
						oneShotVol = LastVol;
						PlayOneShot(m_sQueueSample.m_nEntityIndex, SOUND_17,
						            oneShotVol);
					}
				} else {
					emittingVol = 105 * padAccelerate / 255 + 15;
					m_sQueueSample.m_nFrequency =
					    4000 * padAccelerate / 255 + 8000;
					if(!boat->m_bIsAnchored)
						m_sQueueSample.m_nFrequency =
						    11 * m_sQueueSample.m_nFrequency / 10;
					m_sQueueSample.m_nCounter = 40;
					m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
				}
				LastVol = emittingVol;
				LastAccel = padAccelerate;
			} else {
				gasPedal = Abs(boat->m_fGasPedal);
				if(gasPedal > 0.0f) {
					m_sQueueSample.m_nFrequency = 11025;
					emittingVol = 45;
					m_sQueueSample.m_nCounter = 39;
					m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_IDLE;
				} else {
					emittingVol = (105.f * gasPedal) + 15;
					m_sQueueSample.m_nFrequency = (4000.f * gasPedal) + 8000;
					if(!boat->m_bIsAnchored)
						m_sQueueSample.m_nFrequency =
						    11 * m_sQueueSample.m_nFrequency / 10;
					m_sQueueSample.m_nCounter = 40;
					m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_ACCEL;
				}
			}
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, 50.f, m_sQueueSample.m_fDistance);
			if(!m_sQueueSample.m_bVolume) return 1;
			m_sQueueSample.m_nFrequency += (m_sQueueSample.m_nEntityIndex << 16) % 1000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = intensity;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 7;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
		}
		AddSampleToRequestedQueue();
		return true;
	}
	return false;
}

bool
cAudioManager::ProcessBoatMovingOverWater(cVehicleParams *params)
{
	float velocityChange;
	int32 vol;
	float multiplier;

	if(params->m_fDistance > 2500.f) return false;

	velocityChange = Abs(params->m_fVelocityChange);
	if(velocityChange <= 0.0005f && params->m_pVehicle->GetPosition().y) return true;

	velocityChange = Min(0.75f, velocityChange);
	multiplier = (velocityChange - 0.0005f) * 1.3342f;
	CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
	vol = (30.f * multiplier);
	m_sQueueSample.m_bVolume = ComputeVolume(vol, 50.f, m_sQueueSample.m_fDistance);
	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = 38;
		m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nFrequency = (6050.f * multiplier) + 16000;
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_bEmittingVolume = vol;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		m_sQueueSample.m_fSoundIntensity = 50.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}

	return true;
}

void
cAudioManager::ProcessBridge()
{
	float dist;
	bool distCalculated = false;

	if(CBridge::pLiftRoad) {
		m_sQueueSample.m_vecPos = CBridge::pLiftRoad->GetPosition();
		dist = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(dist < 202500.0f) {
			CalculateDistance(distCalculated, dist);
			switch(CBridge::State) {
			case STATE_BRIDGE_LOCKED:
			case STATE_LIFT_PART_IS_UP:
			case STATE_LIFT_PART_ABOUT_TO_MOVE_UP: ProcessBridgeWarning(); break;
			case STATE_LIFT_PART_MOVING_DOWN:
			case STATE_LIFT_PART_MOVING_UP:
				ProcessBridgeWarning();
				ProcessBridgeMotor();
				break;
			default: break;
			}
			ProcessBridgeOneShots();
		}
	}
}

void
cAudioManager::ProcessBridgeMotor()
{
	if(m_sQueueSample.m_fDistance < bridgeIntensity) {
		m_sQueueSample.m_bVolume =
		    ComputeVolume(maxVolume, bridgeIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 1;
			m_sQueueSample.m_nSampleIndex =
			    SFX_FISHING_BOAT_IDLE; // todo check sfx name
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_nFrequency = 5500;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = maxVolume;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = bridgeIntensity;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = false;
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::ProcessBridgeOneShots()
{
	if(CBridge::State == STATE_LIFT_PART_IS_UP &&
	   CBridge::OldState == STATE_LIFT_PART_MOVING_UP) {
		m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
	} else {
		if(CBridge::State == STATE_LIFT_PART_IS_DOWN &&
		   CBridge::OldState == STATE_LIFT_PART_MOVING_DOWN) {
			m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
		} else {
			if(CBridge::State == STATE_LIFT_PART_MOVING_UP &&
			   CBridge::OldState == STATE_LIFT_PART_ABOUT_TO_MOVE_UP) {
				m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
			} else {
				if(CBridge::State == STATE_LIFT_PART_MOVING_DOWN &&
				   CBridge::OldState == STATE_LIFT_PART_IS_UP) {
					m_sQueueSample.m_nSampleIndex = SFX_COL_CONTAINER_1;
				} else
					return;
			}
		}
	}
	if(m_sQueueSample.m_fDistance < bridgeIntensity) {
		m_sQueueSample.m_bVolume =
		    ComputeVolume(maxVolume, bridgeIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 2;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_bEmittingVolume = maxVolume;
			m_sQueueSample.m_nLoopStart = 0;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = bridgeIntensity;
			m_sQueueSample.m_bReleasingSoundFlag = true;
			m_sQueueSample.m_bReverbFlag = false;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::ProcessBridgeWarning()
{
	if(CStats::CommercialPassed && m_sQueueSample.m_fDistance < 450.f) {
		m_sQueueSample.m_bVolume = ComputeVolume(100, 450.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_nSampleIndex = SFX_BRIDGE_OPEN_WARNING;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_BRIDGE_OPEN_WARNING);
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = 100;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = 450.0f;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 8;
			m_sQueueSample.m_bReverbFlag = false;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

bool
cAudioManager::ProcessCarBombTick(cVehicleParams *params)
{
	CAutomobile *automobile;

	if(params->m_fDistance >= SQR(40.f)) return false;
	automobile = (CAutomobile *)params->m_pVehicle;
	if(automobile->bEngineOn && automobile->m_bombType == CARBOMB_TIMEDACTIVE) {
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		m_sQueueSample.m_bVolume = ComputeVolume(60, 40.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 35;
			m_sQueueSample.m_nSampleIndex = SFX_COUNTDOWN;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 0;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_COUNTDOWN);
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = 60;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
	return true;
}

void
cAudioManager::ProcessCesna(cVehicleParams *params)
{
	static uint8 nAccel = 0;

	//((CAutomobile *)params->m_pVehicle)->Damage.GetEngineStatus();

	if(FindPlayerVehicle() == params->m_pVehicle) {
		if(params->m_nIndex == DODO) {
			if(Pads[0].GetAccelerate() <= 0) {
				if(nAccel) --nAccel;
			} else if(nAccel < 60) {
				++nAccel;
			}
			AddPlayerCarSample(85 * (60 - nAccel) / 60 + 20, 8500 * nAccel / 60 + 17000,
			                   SFX_CESNA_IDLE, 0, 52, 1);
			AddPlayerCarSample(85 * nAccel / 60 + 20, 8500 * nAccel / 60 + 17000,
			                   SFX_CESNA_REV, 0, 2, 1);
		}
	} else if(params->m_nIndex == DODO) {
		AddPlayerCarSample(105, 17000, SFX_CESNA_IDLE, 0, 52, 1);
	} else if(params->m_fDistance < 40000.f) {
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		m_sQueueSample.m_bVolume = ComputeVolume(80, 200.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 52;
			m_sQueueSample.m_nSampleIndex = SFX_CESNA_IDLE;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 0;
			m_sQueueSample.m_nFrequency = 12500;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_nReleasingVolumeDivider = 8;
			m_sQueueSample.m_bEmittingVolume = 80;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 8.0f;
			m_sQueueSample.m_fSoundIntensity = 200.0f;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
		if(params->m_fDistance < 8100.f) {
			m_sQueueSample.m_bVolume =
			    ComputeVolume(80, 90.f, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nCounter = 2;
				m_sQueueSample.m_nSampleIndex = SFX_CESNA_REV;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 0;
				m_sQueueSample.m_nFrequency = 25000;
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_nReleasingVolumeDivider = 4;
				m_sQueueSample.m_bEmittingVolume = 80;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_fSpeedMultiplier = 8.0f;
				m_sQueueSample.m_fSoundIntensity = 90.0f;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
		}
	}
}

void
cAudioManager::ProcessCinemaScriptObject(uint8 sound)
{
	uint8 rand;

	static uint8 counter = 0;

	uint32 time = CTimer::GetTimeInMilliseconds();
	if(time > gCinemaNextTime) {
		switch(sound) {
		case SCRIPT_SOUND_CINEMA_LOOP_S:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
			break;
		case SCRIPT_SOUND_CINEMA_LOOP_L:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
			break;
		default: return;
		}
		float distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
			m_sQueueSample.m_fDistance = Sqrt(distSquared);
			rand = m_anRandomTable[0] % 90 + 30;
			m_sQueueSample.m_bVolume = ComputeVolume(
			    rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nSampleIndex = counter % 3 + SFX_CINEMA_BASS_1;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency / 4);
				m_sQueueSample.m_nCounter = counter++;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_bEmittingVolume = rand;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				gCinemaNextTime = time + 1000 + m_anRandomTable[3] % 4000;
			}
		}
	}
}

void
cAudioManager::ProcessCrane()
{
	CCrane *crane = (CCrane *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity;
	float distSquared;
	bool distCalculated = false;
	static const int intensity = 80;

	if(crane) {
		if(crane->m_nCraneStatus == CCrane::ACTIVATED) {
			if(crane->m_nCraneState != CCrane::IDLE) {
				m_sQueueSample.m_vecPos = crane->m_pCraneEntity->GetPosition();
				distSquared = GetDistanceSquared(&this->m_sQueueSample.m_vecPos);
				if(distSquared < SQR(intensity)) {
					CalculateDistance(distCalculated, distSquared);
					m_sQueueSample.m_bVolume =
					    ComputeVolume(100, 80.f, m_sQueueSample.m_fDistance);
					if(m_sQueueSample.m_bVolume) {
						m_sQueueSample.m_nCounter = 0;
						m_sQueueSample.m_nSampleIndex = SFX_CRANE_MAGNET;
						m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
						m_sQueueSample.m_bIs2D = false;
						m_sQueueSample.m_nReleasingVolumeModificator = 2;
						m_sQueueSample.m_nFrequency = 6000;
						m_sQueueSample.m_nLoopCount = 0;
						m_sQueueSample.m_bEmittingVolume = 100;
						m_sQueueSample.m_nLoopStart =
						    SampleManager.GetSampleLoopStartOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_nLoopEnd =
						    SampleManager.GetSampleLoopEndOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_fSpeedMultiplier = 4.0f;
						m_sQueueSample.m_fSoundIntensity = intensity;
						m_sQueueSample.m_bReleasingSoundFlag = false;
						m_sQueueSample.m_nReleasingVolumeDivider = 3;
						m_sQueueSample.m_bReverbFlag = true;
						m_sQueueSample.m_bRequireReflection = false;
						AddSampleToRequestedQueue();
					}
					if(m_asAudioEntities[m_sQueueSample.m_nEntityIndex]
					       .m_AudioEvents) {
						m_sQueueSample.m_nCounter = 1;
						m_sQueueSample.m_nSampleIndex = SFX_COL_CAR_2;
						m_sQueueSample.m_nFrequency =
						    SampleManager.GetSampleBaseFrequency(
						        SFX_COL_CAR_2);
						m_sQueueSample.m_nLoopCount = 1;
						m_sQueueSample.m_bReleasingSoundFlag = true;
						m_sQueueSample.m_bReverbFlag = true;
						m_sQueueSample.m_bRequireReflection = true;
						AddSampleToRequestedQueue();
					}
				}
			}
		}
	}
}

void
cAudioManager::ProcessDocksScriptObject(uint8 sound)
{
	uint32 time;
	uint8 rand;
	float distSquared;

	static uint32 counter = 0;

	time = CTimer::GetTimeInMilliseconds();
	if(time > gDocksNextTime) {
		switch(sound) {
		case SCRIPT_SOUND_DOCKS_LOOP_S:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
			break;
		case SCRIPT_SOUND_DOCKS_LOOP_L:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
			break;
		default: return;
		}
		distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
			m_sQueueSample.m_fDistance = Sqrt(distSquared);
			rand = m_anRandomTable[0] % 60 + 40;
			m_sQueueSample.m_bVolume = ComputeVolume(
			    rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nSampleIndex = SFX_DOCKS_FOGHORN;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_DOCKS_FOGHORN);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
				m_sQueueSample.m_nCounter = counter++;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_bEmittingVolume = rand;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				gDocksNextTime = time + 10000 + m_anRandomTable[3] % 40000;
			}
		}
	}
}

bool
cAudioManager::ProcessEngineDamage(cVehicleParams *params)
{
	CAutomobile *veh;
	uint8 engineStatus;
	uint8 emittingVolume;

	if(params->m_fDistance >= SQR(engineDamageIntensity)) return false;
	veh = (CAutomobile *)params->m_pVehicle;
	if(veh->bEngineOn) {
		engineStatus = veh->Damage.GetEngineStatus();
		if(engineStatus > 250 || engineStatus < 100) return true;
		if(engineStatus < 225) {
			m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
			emittingVolume = 6;
			m_sQueueSample.m_nReleasingVolumeModificator = 7;
			m_sQueueSample.m_nFrequency = 40000;
		} else {
			emittingVolume = 60;
			m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
			m_sQueueSample.m_nReleasingVolumeModificator = 7;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
		}
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		m_sQueueSample.m_bVolume = ComputeVolume(emittingVolume, engineDamageIntensity,
		                                         m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 28;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = emittingVolume;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = engineDamageIntensity;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
	return true;
}

void
cAudioManager::ProcessEntity(int32 id)
{
	if(m_asAudioEntities[id].m_bStatus) {
		m_sQueueSample.m_nEntityIndex = id;
		switch(m_asAudioEntities[id].m_nType) {
		case AUDIOTYPE_PHYSICAL:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessPhysical(id);
			}
			break;
		case AUDIOTYPE_EXPLOSION:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessExplosions(id);
			}
			break;
		case AUDIOTYPE_FIRE:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessFires(id);
			}
			break;
		case AUDIOTYPE_WEATHER:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessWeather(id);
			}
			break;
		case AUDIOTYPE_CRANE:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessCrane();
			}
			break;
		case AUDIOTYPE_SCRIPTOBJECT:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessScriptObject(id);
			}
			break;
		case AUDIOTYPE_BRIDGE:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessBridge();
			}
			break;
		case AUDIOTYPE_FRONTEND:
			m_sQueueSample.m_bReverbFlag = false;
			ProcessFrontEnd();
			break;
		case AUDIOTYPE_PROJECTILE:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessProjectiles();
			}
			break;
		case AUDIOTYPE_GARAGE:
			if(!m_bUserPause) ProcessGarages();
			break;
		case AUDIOTYPE_FIREHYDRANT:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessFireHydrant();
			}
			break;
		case AUDIOTYPE_WATERCANNON:
			if(!m_bUserPause) {
				m_sQueueSample.m_bReverbFlag = true;
				ProcessWaterCannon(id);
			}
			break;
		default: return;
		}
	}
}

void
cAudioManager::ProcessExplosions(int32 explosion)
{
	uint8 type;
	CVector *pos;
	float distSquared;

	for(uint8 i = 0; i < ARRAY_SIZE(gaExplosion); i++) {
		if(CExplosion::GetExplosionActiveCounter(i) == 1) {
			CExplosion::ResetExplosionActiveCounter(i);
			type = CExplosion::GetExplosionType(i);
			switch(type) {
			case EXPLOSION_GRENADE:
			case EXPLOSION_ROCKET:
			case EXPLOSION_BARREL:
			case EXPLOSION_TANK_GRENADE:
				m_sQueueSample.m_fSoundIntensity = 400.0f;
				m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
				m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
				m_sQueueSample.m_nReleasingVolumeModificator = 0;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				break;
			case EXPLOSION_MOLOTOV:
				m_sQueueSample.m_fSoundIntensity = 200.0f;
				m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_3;
				m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 19000;
				m_sQueueSample.m_nReleasingVolumeModificator = 0;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				break;
			case EXPLOSION_MINE:
			case EXPLOSION_HELI_BOMB:
				m_sQueueSample.m_fSoundIntensity = 300.0f;
				m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
				m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 12347;
				m_sQueueSample.m_nReleasingVolumeModificator = 0;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				break;
			default:
				m_sQueueSample.m_fSoundIntensity = 400.0f;
				m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
				m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 38000;
				if(type == EXPLOSION_HELI)
					m_sQueueSample.m_nFrequency =
					    8 * m_sQueueSample.m_nFrequency / 10;
				m_sQueueSample.m_nReleasingVolumeModificator = 0;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				break;
			}
			pos = CExplosion::GetExplosionPosition(i);
			m_sQueueSample.m_vecPos = *pos;
			distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
			if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
				m_sQueueSample.m_fDistance = Sqrt(distSquared);
				m_sQueueSample.m_bVolume =
				    ComputeVolume(maxVolume, m_sQueueSample.m_fSoundIntensity,
				                  m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_nCounter = i;
					m_sQueueSample.m_fSpeedMultiplier = 2.0f;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nLoopCount = 1;
					m_sQueueSample.m_bReleasingSoundFlag = true;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bEmittingVolume = maxVolume;
					m_sQueueSample.m_nLoopStart = 0;
					m_sQueueSample.m_nLoopEnd = -1;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = true;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::ProcessFireHydrant()
{
	float distSquared;
	bool distCalculated = false;
	static const int intensity = 35;

	m_sQueueSample.m_vecPos =
	    ((CEntity *)m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)->GetPosition();
	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(intensity)) {
		CalculateDistance(distCalculated, distSquared);
		m_sQueueSample.m_bVolume = ComputeVolume(40, 35.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 4;
			m_sQueueSample.m_nFrequency = 15591;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = 40;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = intensity;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

void cAudioManager::ProcessFires(int32)
{
	CEntity *entity;
	uint8 emittingVol;
	float distSquared;

	for(uint8 i = 0; i < NUM_FIRES; i++) {
		if(gFireManager.m_aFires[i].m_bIsOngoing && gFireManager.m_aFires[i].m_bAudioSet) {
			entity = gFireManager.m_aFires[i].m_pEntity;
			if(entity) {
				switch(entity->m_type & 7) {
				case ENTITY_TYPE_BUILDING:
					m_sQueueSample.m_fSoundIntensity = 50.0f;
					m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
					emittingVol = 100;
					m_sQueueSample.m_nFrequency =
					    8 *
					    SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE) /
					    10;
					m_sQueueSample.m_nFrequency +=
					    i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
					m_sQueueSample.m_nReleasingVolumeModificator = 6;
					break;
				case ENTITY_TYPE_PED:
					m_sQueueSample.m_fSoundIntensity = 25.0f;
					m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
					m_sQueueSample.m_nFrequency =
					    SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE);
					emittingVol = 60;
					m_sQueueSample.m_nFrequency +=
					    i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
					m_sQueueSample.m_nReleasingVolumeModificator = 10;
					break;
				default:
					m_sQueueSample.m_fSoundIntensity = 50.0f;
					m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
					m_sQueueSample.m_nFrequency =
					    SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
					m_sQueueSample.m_nFrequency +=
					    i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
					emittingVol = 80;
					m_sQueueSample.m_nReleasingVolumeModificator = 8;
				}
			} else {
				m_sQueueSample.m_fSoundIntensity = 50.0f;
				m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
				m_sQueueSample.m_nFrequency +=
				    i * ((uint32)m_sQueueSample.m_nFrequency >> 6);
				emittingVol = 80;
				m_sQueueSample.m_nReleasingVolumeModificator = 8;
			}
			m_sQueueSample.m_vecPos = gFireManager.m_aFires[i].m_vecPos;
			distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
			if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
				m_sQueueSample.m_fDistance = Sqrt(distSquared);
				m_sQueueSample.m_bVolume =
				    ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity,
				                  m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_nCounter = i;
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
					m_sQueueSample.m_fSpeedMultiplier = 2.0f;
					m_sQueueSample.m_nReleasingVolumeDivider = 10;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_bEmittingVolume = emittingVol;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::ProcessFrontEnd()
{
	bool stereo;
	bool processedPickup;
	bool processedMission;
	int16 sample;

	static uint8 counter = 0;
	static uint32 cPickupNextFrame = 0;
	static uint32 cPartMisComNextFrame = 0;

	for(uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
		processedPickup = false;
		stereo = false;
		processedMission = false;
		switch(m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i]) {
		case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
			m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_RIFLE;
			break;
		case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
			m_sQueueSample.m_nSampleIndex = SFX_ERROR_FIRE_ROCKET_LAUNCHER;
			break;
		case SOUND_GARAGE_NO_MONEY:
		case SOUND_GARAGE_BAD_VEHICLE:
		case SOUND_GARAGE_BOMB_ALREADY_SET:
			m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
			stereo = true;
			break;
		case SOUND_GARAGE_OPENING:
		case SOUND_GARAGE_BOMB1_SET:
		case SOUND_GARAGE_BOMB2_SET:
		case SOUND_GARAGE_BOMB3_SET:
		case SOUND_41:
		case SOUND_GARAGE_VEHICLE_DECLINED:
		case SOUND_GARAGE_VEHICLE_ACCEPTED:
		case SOUND_PICKUP_HEALTH:
		case SOUND_4B:
		case SOUND_PICKUP_ADRENALINE:
		case SOUND_PICKUP_ARMOUR:
		case SOUND_EVIDENCE_PICKUP:
		case SOUND_UNLOAD_GOLD:
			m_sQueueSample.m_nSampleIndex = SFX_PICKUP_2_LEFT;
			processedPickup = true;
			stereo = true;
			break;
		case SOUND_PICKUP_WEAPON_BOUGHT:
		case SOUND_PICKUP_WEAPON:
			m_sQueueSample.m_nSampleIndex = SFX_PICKUP_1_LEFT;
			processedPickup = true;
			stereo = true;
			break;
		case SOUND_4A:
			m_sQueueSample.m_nSampleIndex = SFX_PICKUP_ERROR_LEFT;
			processedPickup = true;
			stereo = true;
			break;
		case SOUND_PICKUP_BONUS:
		case SOUND_PICKUP_MONEY:
		case SOUND_PICKUP_HIDDEN_PACKAGE:
		case SOUND_PICKUP_PACMAN_PILL:
		case SOUND_PICKUP_PACMAN_PACKAGE:
		case SOUND_PICKUP_FLOAT_PACKAGE:
			m_sQueueSample.m_nSampleIndex = SFX_PICKUP_3_LEFT;
			processedPickup = true;
			stereo = true;
			break;
		case SOUND_PAGER: m_sQueueSample.m_nSampleIndex = SFX_PAGER; break;
		case SOUND_RACE_START_3:
		case SOUND_RACE_START_2:
		case SOUND_RACE_START_1:
		case SOUND_CLOCK_TICK: m_sQueueSample.m_nSampleIndex = SFX_TIMER_BEEP; break;
		case SOUND_RACE_START_GO:
			m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
			break;
		case SOUND_PART_MISSION_COMPLETE:
			m_sQueueSample.m_nSampleIndex = SFX_PART_MISSION_COMPLETE;
			processedMission = true;
			break;
		case SOUND_FRONTEND_MENU_STARTING:
			m_sQueueSample.m_nSampleIndex = SFX_START_BUTTON_LEFT;
			stereo = true;
			break;
		case SOUND_FRONTEND_MENU_COMPLETED:
			m_sQueueSample.m_nSampleIndex = SFX_PAGE_CHANGE_AND_BACK_LEFT;
			stereo = true;
			break;
		case SOUND_FRONTEND_MENU_DENIED:
			m_sQueueSample.m_nSampleIndex = SFX_HIGHLIGHT_LEFT;
			stereo = true;
			break;
		case SOUND_FRONTEND_MENU_SUCCESS:
			m_sQueueSample.m_nSampleIndex = SFX_SELECT_LEFT;
			stereo = true;
			break;
		case SOUND_FRONTEND_EXIT:
			m_sQueueSample.m_nSampleIndex = SFX_SUB_MENU_BACK_LEFT;
			stereo = true;
			break;
		case SOUND_9A:
			m_sQueueSample.m_nSampleIndex = SFX_STEREO_LEFT;
			stereo = true;
			break;
		case SOUND_9B: m_sQueueSample.m_nSampleIndex = SFX_MONO; break;
		case SOUND_FRONTEND_AUDIO_TEST:
			m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 3 + SFX_NOISE_BURST_1;
			break;
		case SOUND_FRONTEND_FAIL:
			m_sQueueSample.m_nSampleIndex = SFX_ERROR_LEFT;
			stereo = true;
			break;
		case SOUND_FRONTEND_NO_RADIO:
		case SOUND_FRONTEND_RADIO_CHANGE:
			m_sQueueSample.m_nSampleIndex = SFX_RADIO_CLICK;
			break;
		case SOUND_A0: m_sQueueSample.m_nSampleIndex = SFX_INFO; break;
		default: continue;
		}

		if(processedPickup) {
			if(m_FrameCounter <= cPickupNextFrame) continue;
			cPickupNextFrame = m_FrameCounter + 5;
		} else if(processedMission) {
			if(m_FrameCounter <= cPartMisComNextFrame) continue;
			cPartMisComNextFrame = m_FrameCounter + 5;
		}

		sample = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
		if(sample == SFX_RAIN) {
			m_sQueueSample.m_nFrequency = 28509;
		} else if(sample == SFX_PICKUP_1_LEFT) {
			if(1.f == m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i])
				m_sQueueSample.m_nFrequency = 32000;
			else
				m_sQueueSample.m_nFrequency = 48000;
		} else {
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
		}
		m_sQueueSample.m_bVolume = 110;
		m_sQueueSample.m_nCounter = counter++;
		m_sQueueSample.m_nLoopCount = 1;
		m_sQueueSample.m_bReleasingSoundFlag = true;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nReleasingVolumeModificator = 0;
		m_sQueueSample.m_bIs2D = true;
		m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
		m_sQueueSample.m_nLoopStart = 0;
		m_sQueueSample.m_nLoopEnd = -1;
		if(stereo)
			m_sQueueSample.m_bOffset = m_anRandomTable[0] & 31;
		else
			m_sQueueSample.m_bOffset = 63;
		m_sQueueSample.m_bReverbFlag = false;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
		if(stereo) {
			++m_sQueueSample.m_nSampleIndex;
			m_sQueueSample.m_nCounter = counter++;
			m_sQueueSample.m_bOffset = maxVolume - m_sQueueSample.m_bOffset;
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::ProcessGarages()
{
	CEntity *entity;
	eGarageState state;
	uint32 sampleIndex;
	uint8 j;
	float distSquared;
	bool distCalculated;

	static uint8 iSound = 32;

#define LOOP_HELPER                                                                                \
	for(j = 0; j < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; ++j) {      \
		switch(m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[j]) {       \
		case SOUND_GARAGE_DOOR_CLOSED:                                                     \
		case SOUND_GARAGE_DOOR_OPENED:                                                     \
			if(distSquared < 6400.f) {                                                 \
				CalculateDistance(distCalculated, distSquared);                    \
				m_sQueueSample.m_bVolume =                                         \
				    ComputeVolume(60, 80.f, m_sQueueSample.m_fDistance);           \
				if(m_sQueueSample.m_bVolume) {                                     \
					if(CGarages::aGarages[i].m_eGarageType ==                  \
					   GARAGE_CRUSHER) {                                       \
						m_sQueueSample.m_nSampleIndex =                    \
						    SFX_COL_CAR_PANEL_2;                           \
						m_sQueueSample.m_nFrequency = 6735;                \
					} else if(m_asAudioEntities[m_sQueueSample.m_nEntityIndex] \
					              .m_awAudioEvent[j] == 69) {                  \
						m_sQueueSample.m_nSampleIndex =                    \
						    SFX_COL_CAR_PANEL_2;                           \
						m_sQueueSample.m_nFrequency = 22000;               \
					} else {                                                   \
						m_sQueueSample.m_nSampleIndex =                    \
						    SFX_COL_GARAGE_DOOR_1;                         \
						m_sQueueSample.m_nFrequency = 18000;               \
					}                                                          \
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;             \
					m_sQueueSample.m_nReleasingVolumeModificator = 4;          \
					m_sQueueSample.m_bEmittingVolume = 60;                     \
					m_sQueueSample.m_fSpeedMultiplier = 0.0f;                  \
					m_sQueueSample.m_fSoundIntensity = 80.0f;                  \
					/*m_sQueueSample.m_nReleasingVolumeModificator = 4;*/      \
					m_sQueueSample.m_bReverbFlag = true;                       \
					/*m_sQueueSample.m_bReverbFlag = true;*/                   \
					m_sQueueSample.m_bIs2D = false;                            \
					m_sQueueSample.m_bReleasingSoundFlag = true;               \
					m_sQueueSample.m_nLoopCount = 1;                           \
					m_sQueueSample.m_nLoopStart = 0;                           \
					m_sQueueSample.m_nLoopEnd = -1;                            \
					m_sQueueSample.m_nCounter = iSound++;                      \
					if(iSound < 32) iSound = 32;                               \
					m_sQueueSample.m_bRequireReflection = true;                \
					AddSampleToRequestedQueue();                               \
				}                                                                  \
			}                                                                          \
			break;                                                                     \
		default: continue;                                                                 \
		}                                                                                  \
	}

	for(uint32 i = 0; i < CGarages::NumGarages; ++i) {
		if(CGarages::aGarages[i].m_eGarageType == GARAGE_NONE) continue;
		entity = CGarages::aGarages[i].m_pDoor1;
		if(!entity) continue;
		m_sQueueSample.m_vecPos = entity->GetPosition();
		distCalculated = false;
		distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(distSquared < 6400.f) {
			state = CGarages::aGarages[i].m_eGarageState;
			if(state == GS_OPENING || state == GS_CLOSING || state == GS_AFTERDROPOFF) {
				CalculateDistance(distCalculated, distSquared);
				m_sQueueSample.m_bVolume =
				    ComputeVolume(90, 80.f, m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					if(CGarages::aGarages[i].m_eGarageType == GARAGE_CRUSHER) {
						if(CGarages::aGarages[i].m_eGarageState ==
						   GS_AFTERDROPOFF) {
							if(!(m_FrameCounter & 1)) {
								LOOP_HELPER
								continue;
							}
							if(m_anRandomTable[1] & 1) {
								sampleIndex =
								    m_anRandomTable[2] % 5 +
								    SFX_COL_CAR_1;
							} else {
								sampleIndex =
								    m_anRandomTable[2] % 6 +
								    SFX_COL_CAR_PANEL_1;
							}
							m_sQueueSample.m_nSampleIndex = sampleIndex;
							m_sQueueSample.m_nFrequency =
							    SampleManager.GetSampleBaseFrequency(
							        m_sQueueSample.m_nSampleIndex) >>
							    1;
							m_sQueueSample.m_nFrequency +=
							    RandomDisplacement(
							        m_sQueueSample.m_nFrequency >> 4);
							m_sQueueSample.m_nLoopCount = 1;
							m_sQueueSample.m_bReleasingSoundFlag = true;
							m_sQueueSample.m_nCounter = iSound++;
							if(iSound < 32) iSound = 32;
							m_sQueueSample.m_bBankIndex =
							    SAMPLEBANK_MAIN;
							m_sQueueSample.m_bIs2D = false;
							m_sQueueSample
							    .m_nReleasingVolumeModificator = 3;
							m_sQueueSample.m_bEmittingVolume = 90;
							m_sQueueSample.m_nLoopStart =
							    SampleManager.GetSampleLoopStartOffset(
							        m_sQueueSample.m_nSampleIndex);
							m_sQueueSample.m_nLoopEnd =
							    SampleManager.GetSampleLoopEndOffset(
							        m_sQueueSample.m_nSampleIndex);
							m_sQueueSample.m_fSpeedMultiplier = 2.0f;
							m_sQueueSample.m_fSoundIntensity = 80.0f;
							m_sQueueSample.m_bReverbFlag = true;
							m_sQueueSample.m_bRequireReflection = false;
							AddSampleToRequestedQueue();
							LOOP_HELPER
							continue;
						}
						m_sQueueSample.m_nSampleIndex =
						    SFX_FISHING_BOAT_IDLE;
						m_sQueueSample.m_nFrequency = 6543;
					} else {
						m_sQueueSample.m_nSampleIndex =
						    SFX_GARAGE_DOOR_LOOP;
						m_sQueueSample.m_nFrequency = 13961;
					}
					m_sQueueSample.m_nCounter = i;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_nReleasingVolumeDivider = 3;
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nReleasingVolumeModificator = 3;
					m_sQueueSample.m_bEmittingVolume = 90;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_fSpeedMultiplier = 2.0f;
					m_sQueueSample.m_fSoundIntensity = 80.0f;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
			LOOP_HELPER
		}
	}
#undef LOOP_HELPER
}

struct tHelicopterSampleData {
	float m_fMaxDistance;
	float m_fBaseDistance;
	uint8 m_bBaseVolume;
};

bool
cAudioManager::ProcessHelicopter(cVehicleParams *params)
{
	CHeli *heli;
	float MaxDist;
	float dist;
	float baseDist;
	int32 emittingVol;
	static const tHelicopterSampleData gHeliSfxRanges[3] = {
	    {400.f, 380.f, 100}, {100.f, 70.f, maxVolume}, {60.f, 30.f, maxVolume}};

	if(gHeliSfxRanges[0].m_fMaxDistance * gHeliSfxRanges[0].m_fMaxDistance <=
	   params->m_fDistance)
		return false;

	CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
	heli = (CHeli *)params->m_pVehicle;
	for(uint32 i = 0; i < ARRAY_SIZE(gHeliSfxRanges); i++) {
		MaxDist = gHeliSfxRanges[i].m_fMaxDistance;
		dist = m_sQueueSample.m_fDistance;
		if(dist >= MaxDist) return true;
		baseDist = gHeliSfxRanges[i].m_fBaseDistance;
		if(dist < baseDist)
			emittingVol = (gHeliSfxRanges[i].m_bBaseVolume *
			               ((MaxDist - dist) / (MaxDist - baseDist)));
		else
			emittingVol = gHeliSfxRanges[i].m_bBaseVolume;

		m_sQueueSample.m_bVolume = ComputeVolume(
		    emittingVol, gHeliSfxRanges[i].m_fMaxDistance, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = i + 65;
			m_sQueueSample.m_nSampleIndex = i + SFX_HELI_1;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 0;
			m_sQueueSample.m_nFrequency =
			    1200 * heli->m_nHeliId +
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 6.0f;
			m_sQueueSample.m_fSoundIntensity = gHeliSfxRanges[i].m_fMaxDistance;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
	return true;
}

void
cAudioManager::ProcessHomeScriptObject(uint8 sound)
{
	uint32 time;
	uint8 rand;
	float dist;

	static uint8 counter = 0;

	time = CTimer::GetTimeInMilliseconds();
	if(time > gHomeNextTime) {
		switch(sound) {
		case SCRIPT_SOUND_HOME_LOOP_S:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
			break;
		case SCRIPT_SOUND_HOME_LOOP_L:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
			break;
		default: return;
		}
		dist = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(dist < SQR(m_sQueueSample.m_fSoundIntensity)) {
			m_sQueueSample.m_fDistance = Sqrt(dist);
			rand = m_anRandomTable[0] % 30 + 40;
			m_sQueueSample.m_bVolume = ComputeVolume(
			    rand, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nSampleIndex = m_anRandomTable[0] % 5 + SFX_HOME_1;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
				m_sQueueSample.m_nCounter = counter++;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_bEmittingVolume = rand;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = true;
				AddSampleToRequestedQueue();
				gHomeNextTime = time + 1000 + m_anRandomTable[3] % 4000;
			}
		}
	}
}

void
cAudioManager::ProcessJumbo(cVehicleParams *params)
{
	CPlane *plane;
	float position;

	if(params->m_fDistance < 193600.0f) {
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		plane = (CPlane *)params->m_pVehicle;
		DoJumboVolOffset();
		position = PlanePathPosition[plane->m_nPlaneId];
		if(position <= TakeOffPoint) {
			if(plane->m_fSpeed <= 0.10334f) {
				ProcessJumboTaxi();
				return;
			}

			ProcessJumboAccel(plane);
		} else if(300.0f + TakeOffPoint >= position) {
			ProcessJumboTakeOff(plane);
		} else if(LandingPoint - 350.0f >= position) {
			ProcessJumboFlying();
		} else {
			if(position > LandingPoint) {
				if(plane->m_fSpeed > 0.10334f) {
					ProcessJumboDecel(plane);
					return;
				}
				ProcessJumboTaxi();
				return;
			}
			ProcessJumboLanding(plane);
		}
	}
}

void
cAudioManager::ProcessJumboAccel(CPlane *plane)
{
	int32 engineFreq;
	int32 vol;
	float whineSoundFreq;
	float modificator;

	if(SetupJumboFlySound(20)) {
		modificator = (plane->m_fSpeed - 0.10334f) * 1.676f;
		if(modificator > 1.0f) modificator = 1.0f;
		if(SetupJumboRumbleSound(maxVolume * modificator) &&
		   SetupJumboTaxiSound((1.0f - modificator) * 75.f)) {
			if(modificator < 0.2f) {
				whineSoundFreq = modificator * 5.f * 14600.0f + 29500;
				vol = modificator * 5.f * maxVolume;
				engineFreq = modificator * 5.f * 6050.f + 16000;
			} else {
				whineSoundFreq = 44100;
				engineFreq = 22050;
				vol = maxVolume;
			}
			SetupJumboEngineSound(vol, engineFreq);
			SetupJumboWhineSound(18, whineSoundFreq);
		}
	}
}

void
cAudioManager::ProcessJumboDecel(CPlane *plane)
{
	if(SetupJumboFlySound(20) && SetupJumboTaxiSound(75)) {
		const float modificator = Min(1.f, (plane->m_fSpeed - 0.10334f) * 1.676f);
		SetupJumboEngineSound(maxVolume * modificator, 6050.f * modificator + 16000);
		SetupJumboWhineSound(18, 29500);
	}
}

void
cAudioManager::ProcessJumboFlying()
{
	if(SetupJumboFlySound(maxVolume)) SetupJumboEngineSound(63, 22050);
}

void
cAudioManager::ProcessJumboLanding(CPlane *plane)
{
	const float modificator = (LandingPoint - PlanePathPosition[plane->m_nPlaneId]) / 350.f;
	if(SetupJumboFlySound(107.f * modificator + 20)) {
		if(SetupJumboTaxiSound(75.f * (1.f - modificator))) {
			SetupJumboEngineSound(maxVolume, 22050);
			SetupJumboWhineSound(18.f * (1.f - modificator),
			                     14600.f * modificator + 29500);
		}
	}
}

void
cAudioManager::ProcessJumboTakeOff(CPlane *plane)
{
	const float modificator = (PlanePathPosition[plane->m_nPlaneId] - TakeOffPoint) / 300.f;

	if(SetupJumboFlySound((107.f * modificator) + 20) &&
	   SetupJumboRumbleSound(maxVolume * (1.f - modificator))) {
		if(SetupJumboEngineSound(maxVolume, 22050))
			SetupJumboWhineSound(18.f * (1.f - modificator), 44100);
	}
}

void
cAudioManager::ProcessJumboTaxi()
{
	if(SetupJumboFlySound(20)) {
		if(SetupJumboTaxiSound(75)) SetupJumboWhineSound(18, 29500);
	}
}

void
cAudioManager::ProcessLaunderetteScriptObject(uint8 sound)
{
	switch(sound) {
	case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
	case SCRIPT_SOUND_LAUNDERETTE_LOOP_L: m_sQueueSample.m_fSoundIntensity = 30.0f; break;
	default: return;
	}
	float distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		m_sQueueSample.m_bVolume =
		    ComputeVolume(45, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_LOOP;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_LOOP);
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_bEmittingVolume = 45;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
		m_sQueueSample.m_bVolume = ComputeVolume(110, m_sQueueSample.m_fSoundIntensity,
		                                         m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nSampleIndex = SFX_LAUNDERETTE_SONG_LOOP;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_LAUNDERETTE_SONG_LOOP);
			m_sQueueSample.m_nCounter = 1;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_bEmittingVolume = 110;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::ProcessLoopingScriptObject(uint8 sound)
{
	uint8 emittingVolume;
	float distSquared;

	switch(sound) {
	case SCRIPT_SOUND_PARTY_1_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_1_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_2_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_2_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_2;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_2);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_3_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_3_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_3;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_3);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_4_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_4_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_4;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_4);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_5_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_5_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_5;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_5);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_6_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_6_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_6;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_6);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_7_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_7_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_7;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_7);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_8_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_8_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_8;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_8);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_9_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_9_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_9;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_9);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_10_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_10_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_10;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_10);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_11_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_11_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_11;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_11);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_12_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_12_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_12;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_12);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_13_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_13_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_RAGGA;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_RAGGA);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_STRIP_CLUB_LOOP_1_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_STRIP_CLUB_LOOP_2_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_STRIP_CLUB_2;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_STRIP_CLUB_2);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
	case SCRIPT_SOUND_WORK_SHOP_LOOP_L: ProcessWorkShopScriptObject(sound); return;
	case SCRIPT_SOUND_SAWMILL_LOOP_S:
	case SCRIPT_SOUND_SAWMILL_LOOP_L: ProcessSawMillScriptObject(sound); return;
	case SCRIPT_SOUND_38:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
		m_sQueueSample.m_nReleasingVolumeModificator = 6;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_39:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_DOG_FOOD_FACTORY;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_DOG_FOOD_FACTORY);
		m_sQueueSample.m_nReleasingVolumeModificator = 6;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_LAUNDERETTE_LOOP_S:
	case SCRIPT_SOUND_LAUNDERETTE_LOOP_L: ProcessLaunderetteScriptObject(sound); return;
	case SCRIPT_SOUND_CHINATOWN_RESTAURANT_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_CHINATOWN_RESTAURANT_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_CHINATOWN;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_CHINATOWN);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_CIPRIANI_RESAURANT_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_CIPRIANI_RESAURANT_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_ITALY;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_ITALY);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_46_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_47_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_MARCO_BISTRO_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_MARCO_BISTRO_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RESTAURANT_GENERIC_2;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 110;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RESTAURANT_GENERIC_2);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_AIRPORT_LOOP_S:
	case SCRIPT_SOUND_AIRPORT_LOOP_L: ProcessAirportScriptObject(sound); return;
	case SCRIPT_SOUND_SHOP_LOOP_S:
	case SCRIPT_SOUND_SHOP_LOOP_L: ProcessShopScriptObject(sound); return;
	case SCRIPT_SOUND_CINEMA_LOOP_S:
	case SCRIPT_SOUND_CINEMA_LOOP_L: ProcessCinemaScriptObject(sound); return;
	case SCRIPT_SOUND_DOCKS_LOOP_S:
	case SCRIPT_SOUND_DOCKS_LOOP_L: ProcessDocksScriptObject(sound); return;
	case SCRIPT_SOUND_HOME_LOOP_S:
	case SCRIPT_SOUND_HOME_LOOP_L: ProcessHomeScriptObject(sound); return;
	case SCRIPT_SOUND_FRANKIE_PIANO:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_PIANO_BAR_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PIANO_BAR_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PARTY_1_LOOP:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CLUB_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CLUB_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PORN_CINEMA_1_S:
	case SCRIPT_SOUND_PORN_CINEMA_1_L:
	case SCRIPT_SOUND_PORN_CINEMA_2_S:
	case SCRIPT_SOUND_PORN_CINEMA_2_L:
	case SCRIPT_SOUND_PORN_CINEMA_3_S:
	case SCRIPT_SOUND_PORN_CINEMA_3_L:
	case SCRIPT_SOUND_MISTY_SEX_S:
	case SCRIPT_SOUND_MISTY_SEX_L: ProcessPornCinema(sound); return;
	case SCRIPT_SOUND_BANK_ALARM_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 90;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 2;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_BANK_ALARM_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_BANK_ALARM_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 90;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_BANK_ALARM_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 2;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_POLICE_BALL_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 2;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_POLICE_BALL_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_POLICE_BALL_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_POLICE_BALL_1);
		m_sQueueSample.m_nReleasingVolumeModificator = 2;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_RAVE_LOOP_INDUSTRIAL_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RAVE_INDUSTRIAL;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RAVE_INDUSTRIAL);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
	case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
		ProcessPoliceCellBeatingScriptObject(sound);
		return;
	case SCRIPT_SOUND_RAVE_1_LOOP_S:
	case SCRIPT_SOUND_RAVE_2_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_RAVE_1_LOOP_L:
	case SCRIPT_SOUND_RAVE_2_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RAVE_COMMERCIAL;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_RAVE_3_LOOP_S:
		m_sQueueSample.m_fSoundIntensity = 30.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_RAVE_3_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_RAVE_SUBURBAN;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_RAVE_SUBURBAN);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_nReleasingVolumeDivider = 3;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	case SCRIPT_SOUND_PRETEND_FIRE_LOOP:
		m_sQueueSample.m_fSoundIntensity = 50.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 80;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_CAR_ON_FIRE);
		m_sQueueSample.m_nReleasingVolumeModificator = 8;
		m_sQueueSample.m_nReleasingVolumeDivider = 10;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		break;
	default: return;
	}

	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		m_sQueueSample.m_bVolume = ComputeVolume(
		    emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bEmittingVolume = emittingVolume;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::ProcessMissionAudio()
{
	float dist;
	uint8 emittingVol;
	uint8 pan;
	float distSquared;
	CVector vec;

	static uint8 nCheckPlayingDelay = 0;
	static uint8 nFramesUntilFailedLoad = 0;
	static uint8 nFramesForPretendPlaying = 0;

	if(m_bIsInitialised) {
		if(m_sMissionAudio.m_nSampleIndex != NO_SAMPLE) {
			switch(m_sMissionAudio.m_bLoadingStatus) {
			case LOADING_STATUS_NOT_LOADED:
				SampleManager.PreloadStreamedFile(m_sMissionAudio.m_nSampleIndex,
				                                  1);
				m_sMissionAudio.m_bLoadingStatus = LOADING_STATUS_LOADED;
				nFramesUntilFailedLoad = 0;
				return;
			case LOADING_STATUS_LOADED:
				if(!m_sMissionAudio.m_bIsPlayed) return;
				if(g_bMissionAudioLoadFailed) {
					if(m_bTimerJustReset) {
						ClearMissionAudio();
						SampleManager.StopStreamedFile(1);
						nFramesForPretendPlaying = 0;
						nCheckPlayingDelay = 0;
						nFramesUntilFailedLoad = 0;
					} else if(!m_bUserPause) {
						if(++nFramesForPretendPlaying < 120) {
							m_sMissionAudio.m_bPlayStatus =
							    PLAY_STATUS_PLAYING;
						} else {
							m_sMissionAudio.m_bPlayStatus =
							    PLAY_STATUS_FINISHED;
							m_sMissionAudio.m_nSampleIndex = NO_SAMPLE;
						}
					}
				} else {
					if(m_sMissionAudio.m_bPlayStatus) {
						if(m_sMissionAudio.m_bPlayStatus !=
						   PLAY_STATUS_PLAYING)
							return;
						if(m_bTimerJustReset) {
							ClearMissionAudio();
							SampleManager.StopStreamedFile(1);
							return;
						}
						if(MissionScriptAudioUsesPoliceChannel(
						       m_sMissionAudio.m_nSampleIndex)) {
							if(!m_bUserPause) {
								if(nCheckPlayingDelay) {
									--nCheckPlayingDelay;
								} else if(
								    GetMissionScriptPoliceAudioPlayingStatus() ==
								        PLAY_STATUS_FINISHED ||
								    m_sMissionAudio
								            .m_nMissionAudioCounter-- ==
								        0) {
									m_sMissionAudio
									    .m_bPlayStatus =
									    PLAY_STATUS_FINISHED;
									m_sMissionAudio
									    .m_nSampleIndex =
									    NO_SAMPLE;
									SampleManager
									    .StopStreamedFile(1);
									m_sMissionAudio
									    .m_nMissionAudioCounter =
									    0;
								}
							}
						} else if(m_sMissionAudio.field_22) {
							if(SampleManager.IsStreamPlaying(1) ||
							   m_bUserPause || m_bPreviousUserPause) {
								if(m_bUserPause)
									SampleManager.PauseStream(
									    1, 1);
								else
									SampleManager.PauseStream(
									    0, 1);
							} else {
								m_sMissionAudio.m_bPlayStatus =
								    PLAY_STATUS_FINISHED;
								m_sMissionAudio.m_nSampleIndex =
								    NO_SAMPLE;
								SampleManager.StopStreamedFile(1);
								m_sMissionAudio
								    .m_nMissionAudioCounter = 0;
							}
						} else {
							if(m_bUserPause) return;
							if(nCheckPlayingDelay--) {
								if(!SampleManager.IsStreamPlaying(
								       1))
									return;
								nCheckPlayingDelay = 0;
							}
							m_sMissionAudio.field_22 = 1;
						}
					} else {
						if(MissionScriptAudioUsesPoliceChannel(
						       m_sMissionAudio.m_nSampleIndex)) {
							SetMissionScriptPoliceAudio(
							    m_sMissionAudio.m_nSampleIndex);
						} else {
							if(m_bUserPause)
								SampleManager.PauseStream(1, 1);
							if(m_sMissionAudio
							       .m_bPredefinedProperties) {
								SampleManager
								    .SetStreamedVolumeAndPan(80, 63,
								                             1, 1);
							} else {
								distSquared = GetDistanceSquared(
								    &m_sMissionAudio.m_vecPos);
								if(distSquared >= 2500.f) {
									emittingVol = 0;
									pan = 63;
								} else {
									dist = Sqrt(distSquared);
									emittingVol = ComputeVolume(
									    80, 50.0f, dist);
									TranslateEntity(
									    &m_sMissionAudio
									         .m_vecPos,
									    &vec);
									pan =
									    ComputePan(50.f, &vec);
								}
								SampleManager
								    .SetStreamedVolumeAndPan(
								        emittingVol, pan, 1, 1);
							}
							SampleManager.StartPreloadedStreamedFile(1);
						}
						m_sMissionAudio.m_bPlayStatus = PLAY_STATUS_PLAYING;
						nCheckPlayingDelay = 30;
					}
				}
				break;
			case 2:
				if(++nFramesUntilFailedLoad >= 90) {
					nFramesForPretendPlaying = 0;
					g_bMissionAudioLoadFailed = true;
					nFramesUntilFailedLoad = 0;
					m_sMissionAudio.m_bLoadingStatus = LOADING_STATUS_LOADED;
				}
				return;
			default: return;
			}
		}
	}
}

void
cAudioManager::ProcessModelCarEngine(cVehicleParams *params)
{
	CAutomobile *automobile;
	float allowedVelocity;
	int32 emittingVol;
	float velocityChange;

	if(params->m_fDistance < 900.f) {
		automobile = (CAutomobile *)params->m_pVehicle;
		if(automobile->bEngineOn) {
			if(automobile->m_nWheelsOnGround) {
				velocityChange = Abs(params->m_fVelocityChange);
			} else {
				if(automobile->m_nDriveWheelsOnGround)
					automobile->m_fGasPedalAudio =
					    automobile->m_fGasPedalAudio * 0.4f;
				velocityChange = automobile->m_fGasPedalAudio *
				                 params->m_pTransmission->fMaxVelocity;
			}
			if(velocityChange > 0.001f) {
				allowedVelocity = 0.5f * params->m_pTransmission->fMaxVelocity;
				if(velocityChange < allowedVelocity)
					emittingVol = (90.f * velocityChange / allowedVelocity);
				else
					emittingVol = 90;
				if(emittingVol) {
					CalculateDistance(params->m_bDistanceCalculated,
					                  params->m_fDistance);
					m_sQueueSample.m_bVolume = ComputeVolume(
					    emittingVol, 30.f, m_sQueueSample.m_fDistance);
					if(m_sQueueSample.m_bVolume) {
						m_sQueueSample.m_nCounter = 2;
						m_sQueueSample.m_nSampleIndex =
						    SFX_REMOTE_CONTROLLED_CAR;
						m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
						m_sQueueSample.m_bIs2D = false;
						m_sQueueSample.m_nReleasingVolumeModificator = 1;
						m_sQueueSample.m_nFrequency =
						    (11025.f * velocityChange /
						         params->m_pTransmission->fMaxVelocity +
						     11025.f);
						m_sQueueSample.m_nLoopCount = 0;
						m_sQueueSample.m_bEmittingVolume = emittingVol;
						m_sQueueSample.m_nLoopStart =
						    SampleManager.GetSampleLoopStartOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_nLoopEnd =
						    SampleManager.GetSampleLoopEndOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_fSpeedMultiplier = 3.0f;
						m_sQueueSample.m_fSoundIntensity = 30.0f;
						m_sQueueSample.m_bReleasingSoundFlag = false;
						m_sQueueSample.m_nReleasingVolumeDivider = 3;
						m_sQueueSample.m_bReverbFlag = true;
						m_sQueueSample.m_bRequireReflection = false;
						AddSampleToRequestedQueue();
					}
				}
			}
		}
	}
}

void
cAudioManager::ProcessOneShotScriptObject(uint8 sound)
{
	CPlayerPed *playerPed;
	uint8 emittingVolume;
	float distSquared;

	cPedParams male;
	cPedParams female;

	static uint8 iSound = 0;

	switch(sound) {
	case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_S:
	case SCRIPT_SOUND_INJURED_PED_MALE_OUCH_L:
		male.m_pPed = nil;
		male.m_bDistanceCalculated = 0;
		male.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		SetupPedComments(&male, SOUND_INJURED_PED_MALE_OUCH);
		return;
	case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_S:
	case SCRIPT_SOUND_INJURED_PED_FEMALE_OUCH_L:
		female.m_pPed = nil;
		female.m_bDistanceCalculated = 0;
		female.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		SetupPedComments(&female, SOUND_INJURED_PED_FEMALE);
		return;
	case SCRIPT_SOUND_GATE_START_CLUNK:
	case SCRIPT_SOUND_GATE_STOP_CLUNK:
		m_sQueueSample.m_fSoundIntensity = 40.0f;
		m_sQueueSample.m_nSampleIndex = SFX_COL_GATE;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		if(sound == SCRIPT_SOUND_GATE_START_CLUNK)
			m_sQueueSample.m_nFrequency = 10600;
		else
			m_sQueueSample.m_nFrequency = 9000;
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = true;
		emittingVolume = RandomDisplacement(10) + 50;
		break;
	case SCRIPT_SOUND_BULLET_HIT_GROUND_1:
	case SCRIPT_SOUND_BULLET_HIT_GROUND_2:
	case SCRIPT_SOUND_BULLET_HIT_GROUND_3:
		m_sQueueSample.m_fSoundIntensity = 50.0f;
		m_sQueueSample.m_nSampleIndex = m_anRandomTable[iSound % 5] % 3 + SFX_BULLET_WALL_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
		m_sQueueSample.m_nReleasingVolumeModificator = 9;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		emittingVolume = m_anRandomTable[2] % 20 + 90;
		break;
	case SCRIPT_SOUND_110:
	case SCRIPT_SOUND_111:
		if(SampleManager.IsSampleBankLoaded(0) != 1) return;
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_TRAIN_STATION_ANNOUNCE;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = maxVolume;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_TRAIN_STATION_ANNOUNCE);
		m_sQueueSample.m_nReleasingVolumeModificator = 0;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		m_sQueueSample.m_bIs2D = false;
		break;
	case SCRIPT_SOUND_PAYPHONE_RINGING:
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		m_sQueueSample.m_nSampleIndex = SFX_PHONE_RING;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 80;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_PHONE_RING);
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_fSpeedMultiplier = 2.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = false;
		break;
	case SCRIPT_SOUND_GLASS_BREAK_L:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 70;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		break;
	case SCRIPT_SOUND_GLASS_BREAK_S:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = SFX_GLASS_SMASH;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 60;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_SMASH);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		break;
	case SCRIPT_SOUND_GLASS_CRACK:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		emittingVolume = 70;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = true;
		break;
	case SCRIPT_SOUND_GLASS_LIGHT_BREAK:
		m_sQueueSample.m_fSoundIntensity = 55.0f;
		m_sQueueSample.m_nSampleIndex = (m_anRandomTable[4] & 3) + SFX_GLASS_SHARD_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 19000;
		m_sQueueSample.m_nReleasingVolumeModificator = 9;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		emittingVolume = RandomDisplacement(11) + 25;
		break;
	case SCRIPT_SOUND_BOX_DESTROYED_1:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = SFX_WOODEN_BOX_SMASH;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600;
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = true;
		emittingVolume = m_anRandomTable[2] % 20 + 80;
		break;
	case SCRIPT_SOUND_BOX_DESTROYED_2:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = SFX_CARDBOARD_BOX_SMASH;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nFrequency = RandomDisplacement(1500) + 18600;
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = true;
		emittingVolume = m_anRandomTable[2] % 20 + 80;
		break;
	case SCRIPT_SOUND_METAL_COLLISION:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = m_anRandomTable[3] % 5 + SFX_COL_CAR_1;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = true;
		emittingVolume = m_anRandomTable[2] % 30 + 70;
		break;
	case SCRIPT_SOUND_TIRE_COLLISION:
		m_sQueueSample.m_fSoundIntensity = 60.0f;
		m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
		m_sQueueSample.m_nReleasingVolumeModificator = 3;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_bRequireReflection = true;
		emittingVolume = m_anRandomTable[2] % 30 + 60;
		break;
	case SCRIPT_SOUND_GUNSHELL_DROP:
		playerPed = FindPlayerPed();
		if(playerPed) {
			switch(playerPed->m_nSurfaceTouched) {
			case SURFACE_GRASS:
			case SURFACE_DIRT:
			case SURFACE_DIRTTRACK:
			case SURFACE_SCAFFOLD:
			case SURFACE_FLESH:
			case SURFACE_SAND:
			case SURFACE_TIRE:
			case SURFACE_HEDGE:
				m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2;
				m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000;
				m_sQueueSample.m_nReleasingVolumeModificator = 18;
				m_sQueueSample.m_fSoundIntensity = 20.0f;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_bIs2D = false;
				emittingVolume = m_anRandomTable[2] % 20 + 30;
				distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
				if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
					m_sQueueSample.m_fDistance = Sqrt(distSquared);
					m_sQueueSample.m_bVolume = ComputeVolume(
					    emittingVolume, m_sQueueSample.m_fSoundIntensity,
					    m_sQueueSample.m_fDistance);
					if(m_sQueueSample.m_bVolume) {
						m_sQueueSample.m_nCounter = iSound++;
						m_sQueueSample.m_nLoopCount = 1;
						m_sQueueSample.m_bReleasingSoundFlag = true;
						m_sQueueSample.m_bEmittingVolume = emittingVolume;
						m_sQueueSample.m_nLoopStart = 0;
						m_sQueueSample.m_nLoopEnd = -1;
						m_sQueueSample.m_bReverbFlag = true;
						AddSampleToRequestedQueue();
					}
				}
				return;
			case SURFACE_PUDDLE: return;
			default: break;
			}
		}
		m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_1;
		m_sQueueSample.m_nFrequency = RandomDisplacement(750) + 18000;
		m_sQueueSample.m_nReleasingVolumeModificator = 15;
		m_sQueueSample.m_fSoundIntensity = 20.0f;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		emittingVolume = m_anRandomTable[2] % 20 + 30;
		break;
	case SCRIPT_SOUND_GUNSHELL_DROP_SOFT:
		m_sQueueSample.m_nSampleIndex = SFX_BULLET_SHELL_HIT_GROUND_2;
		m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 11000;
		m_sQueueSample.m_nReleasingVolumeModificator = 18;
		m_sQueueSample.m_fSoundIntensity = 20.0f;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_fSpeedMultiplier = 0.0f;
		m_sQueueSample.m_bIs2D = false;
		emittingVolume = m_anRandomTable[2] % 20 + 30;
		break;
	default: return;
	}

	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		m_sQueueSample.m_bVolume = ComputeVolume(
		    emittingVolume, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = iSound++;
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_bReleasingSoundFlag = true;
			m_sQueueSample.m_bEmittingVolume = emittingVolume;
			m_sQueueSample.m_nLoopStart = 0;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bReverbFlag = true;
			AddSampleToRequestedQueue();
		}
	}
}

void
cAudioManager::ProcessPed(CPhysical *ped)
{
	cPedParams params;

	params.m_pPed = nil;
	params.m_bDistanceCalculated = false;
	params.m_fDistance = 0.0f;

	m_sQueueSample.m_vecPos = ped->GetPosition();

	// params.m_bDistanceCalculated = false;
	params.m_pPed = (CPed *)ped;
	params.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(ped->m_modelIndex == MI_FATMALE02) ProcessPedHeadphones(&params);
	ProcessPedOneShots(&params);
}

void
cAudioManager::ProcessPedHeadphones(cPedParams *params)
{
	CPed *ped;
	CAutomobile *veh;
	uint8 emittingVol;

	if(params->m_fDistance < 49.f) {
		ped = params->m_pPed;
		if(!ped->bIsAimingGun || ped->m_bodyPartBleeding != PED_HEAD) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			if(ped->bInVehicle && ped->m_nPedState == PED_DRIVING) {
				emittingVol = 10;
				veh = (CAutomobile *)ped->m_pMyVehicle;
				if(veh && veh->IsCar()) {
					for(int32 i = 2; i < ARRAY_SIZE(veh->Doors); i++) {
						if(!veh->IsDoorClosed((eDoors)i) ||
						   veh->IsDoorMissing((eDoors)i)) {
							emittingVol = 42;
							break;
						}
					}
				}
			} else {
				emittingVol = 42;
			}

			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, 7.f, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nCounter = 64;
				m_sQueueSample.m_nSampleIndex = SFX_HEADPHONES;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 5;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_HEADPHONES);
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_fSpeedMultiplier = 4.0f;
				m_sQueueSample.m_fSoundIntensity = 7.0f;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_nReleasingVolumeDivider = 5;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
			return;
		}
	}
}

void
cAudioManager::ProcessPedOneShots(cPedParams *params)
{
	uint8 emittingVol;
	int32 sampleIndex;

	CPed *ped = params->m_pPed;

	bool stereo;
	int16 sound;
	bool noReflection;
	CWeapon *weapon;
	float maxDist = 0.f; // uninitialized variable

	static uint8 iSound = 21;

	weapon = params->m_pPed->GetWeapon();
	for(uint32 i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
		noReflection = false;
		stereo = 0;
		m_sQueueSample.m_bRequireReflection = false;
		sound = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
		switch(sound) {
		case SOUND_STEP_START:
		case SOUND_STEP_END:
			if(!params->m_pPed->bIsLooking) {
				emittingVol = m_anRandomTable[3] % 15 + 45;
				if(FindPlayerPed() !=
				   m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_pEntity)
					emittingVol >>= 1;
				maxDist = 400.f;
				switch(params->m_pPed->m_nSurfaceTouched) {
				case SURFACE_GRASS:
					sampleIndex = m_anRandomTable[1] % 5 + SFX_FOOTSTEP_GRASS_1;
					break;
				case SURFACE_DIRT:
				case SURFACE_DIRTTRACK:
					sampleIndex =
					    m_anRandomTable[4] % 5 + SFX_FOOTSTEP_GRAVEL_1;
					break;
				case SURFACE_METAL6:
				case SURFACE_METAL_DOOR:
				case SURFACE_BILLBOARD:
				case SURFACE_STEEL:
				case SURFACE_METAL_POLE:
				case SURFACE_STREET_LIGHT:
				case SURFACE_METAL14:
				case SURFACE_METAL15:
				case SURFACE_METAL_FENCE:
				case SURFACE_METAL27:
				case SURFACE_METAL28:
					sampleIndex = m_anRandomTable[0] % 5 + SFX_FOOTSTEP_METAL_1;
					break;
				case SURFACE_SAND:
					sampleIndex =
					    (m_anRandomTable[4] & 3) + SFX_FOOTSTEP_SAND_1;
					break;
				case SURFACE_PUDDLE:
					sampleIndex =
					    (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
					break;
				case SURFACE_WOOD:
				case SURFACE_WOOD_BOX:
				case SURFACE_WOOD_PLANK:
					sampleIndex = m_anRandomTable[2] % 5 + SFX_FOOTSTEP_WOOD_1;
					break;
				case SURFACE_HEDGE:
					sampleIndex = m_anRandomTable[2] % 5 + SFX_COL_VEG_1;
					break;
				default:
					sampleIndex =
					    m_anRandomTable[2] % 5 + SFX_FOOTSTEP_CONCRETE_1;
					break;
				}
				m_sQueueSample.m_nSampleIndex = sampleIndex;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter =
				    m_asAudioEntities[m_sQueueSample.m_nEntityIndex]
				        .m_awAudioEvent[i] -
				    28;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
				switch(params->m_pPed->m_nMoveState) {
				case PEDMOVE_WALK:
					emittingVol >>= 2;
					m_sQueueSample.m_nFrequency =
					    9 * m_sQueueSample.m_nFrequency / 10;
					break;
				case PEDMOVE_RUN:
					emittingVol >>= 1;
					m_sQueueSample.m_nFrequency =
					    11 * m_sQueueSample.m_nFrequency / 10;
					break;
				case PEDMOVE_SPRINT:
					m_sQueueSample.m_nFrequency =
					    12 * m_sQueueSample.m_nFrequency / 10;
					break;
				default: break;
				}
				m_sQueueSample.m_nReleasingVolumeModificator = 5;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 20.0f;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				m_sQueueSample.m_bRequireReflection = true;
			}
			break;
		case SOUND_FALL_LAND:
		case SOUND_FALL_COLLAPSE:
			if(!ped->bIsLooking) {
				maxDist = SQR(30);
				emittingVol = m_anRandomTable[3] % 20 + 80;
				if(ped->m_nSurfaceTouched == SURFACE_PUDDLE) {
					m_sQueueSample.m_nSampleIndex =
					    (m_anRandomTable[3] & 3) + SFX_FOOTSTEP_WATER_1;
				} else if(sound == SOUND_FALL_LAND) {
					m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND;
				} else {
					m_sQueueSample.m_nSampleIndex = SFX_BODY_LAND_AND_FALL;
				}
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = 1;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency / 17);
				m_sQueueSample.m_nReleasingVolumeModificator = 2;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 30.0f;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				m_sQueueSample.m_bRequireReflection = true;
			}
			break;
		case SOUND_FIGHT_PUNCH_33:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
			m_sQueueSample.m_nFrequency = 18000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_KICK_34:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
			m_sQueueSample.m_nFrequency = 16500;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_HEADBUTT_35:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_1;
			m_sQueueSample.m_nFrequency = 20000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_PUNCH_36:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
			m_sQueueSample.m_nFrequency = 18000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_PUNCH_37:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
			m_sQueueSample.m_nFrequency = 16500;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_CLOSE_PUNCH_38:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_2;
			m_sQueueSample.m_nFrequency = 20000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_PUNCH_39:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
			m_sQueueSample.m_nFrequency = 18000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
			m_sQueueSample.m_nFrequency = 16500;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_PUNCH_41:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_4;
			m_sQueueSample.m_nFrequency = 20000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
			m_sQueueSample.m_nFrequency = 18000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_KNEE_OR_KICK_43:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
			m_sQueueSample.m_nFrequency = 16500;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_FIGHT_KICK_44:
			m_sQueueSample.m_nSampleIndex = SFX_FIGHT_5;
			m_sQueueSample.m_nFrequency = 20000;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound;
			stereo = 1;
			++iSound;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[3] % 26 + 100;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_WEAPON_BAT_ATTACK:
			m_sQueueSample.m_nSampleIndex = SFX_BAT_HIT_LEFT;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound++;
			stereo = 1;
			m_sQueueSample.m_nFrequency = RandomDisplacement(2000) + 22000;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			m_sQueueSample.m_nLoopEnd = -1;
			emittingVol = m_anRandomTable[2] % 20 + 100;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			if(m_bDynamicAcousticModelingStatus)
				m_sQueueSample.m_bRequireReflection = true;
			else
				noReflection = true;
			break;
		case SOUND_WEAPON_SHOT_FIRED:
			weapon = &ped->m_weapons[ped->m_currentWeapon];
			switch(weapon->m_eWeaponType) {
			case WEAPONTYPE_COLT45:
				m_sQueueSample.m_nSampleIndex = SFX_COLT45_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_COLT45_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 50.0f;
				maxDist = SQR(50);
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				emittingVol = m_anRandomTable[1] % 10 + 90;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				if(m_bDynamicAcousticModelingStatus)
					m_sQueueSample.m_bRequireReflection = true;
				else
					noReflection = true;
				break;
			case WEAPONTYPE_UZI:
				m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 80.0f;
				maxDist = SQR(80);
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				emittingVol = m_anRandomTable[3] % 15 + 70;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				break;
			case WEAPONTYPE_SHOTGUN:
				m_sQueueSample.m_nSampleIndex = SFX_SHOTGUN_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_SHOTGUN_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 60.0f;
				maxDist = 3600.f;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				emittingVol = m_anRandomTable[2] % 10 + 100;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				if(m_bDynamicAcousticModelingStatus)
					m_sQueueSample.m_bRequireReflection = true;
				else
					noReflection = true;
				break;
			case WEAPONTYPE_AK47:
				m_sQueueSample.m_nSampleIndex = SFX_AK47_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_AK47_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 80.0f;
				maxDist = SQR(80);
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				emittingVol = m_anRandomTable[1] % 15 + 70;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				break;
			case WEAPONTYPE_M16:
				m_sQueueSample.m_nSampleIndex = SFX_M16_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_M16_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 80.0f;
				maxDist = SQR(80);
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				emittingVol = m_anRandomTable[4] % 15 + 70;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				break;
			case WEAPONTYPE_SNIPERRIFLE:
				m_sQueueSample.m_nSampleIndex = SFX_SNIPER_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_SNIPER_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 60.0f;
				maxDist = 3600.f;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				emittingVol = m_anRandomTable[4] % 10 + 110;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				if(m_bDynamicAcousticModelingStatus)
					m_sQueueSample.m_bRequireReflection = true;
				else
					noReflection = true;
				break;
			case WEAPONTYPE_ROCKETLAUNCHER:
				m_sQueueSample.m_nSampleIndex = SFX_ROCKET_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = iSound++;
				stereo = 1;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_ROCKET_LEFT);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
				m_sQueueSample.m_nReleasingVolumeModificator = 1;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = 90.0f;
				maxDist = 8100.f;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				emittingVol = m_anRandomTable[0] % 20 + 80;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 1;
				if(m_bDynamicAcousticModelingStatus)
					m_sQueueSample.m_bRequireReflection = true;
				else
					noReflection = true;
				break;
			case WEAPONTYPE_FLAMETHROWER:
				m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_LEFT;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nCounter = 9;
				emittingVol = 90;
				m_sQueueSample.m_nFrequency =
				    (10 * m_sQueueSample.m_nEntityIndex & 2047) +
				    SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_LEFT);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 4.0f;
				m_sQueueSample.m_fSoundIntensity = 60.0f;
				maxDist = 3600.f;
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_bEmittingVolume = 90;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_bReleasingSoundFlag = 0;
				m_sQueueSample.m_nReleasingVolumeDivider = 6;
				if(m_bDynamicAcousticModelingStatus)
					m_sQueueSample.m_bRequireReflection = true;
				else
					noReflection = true;
				break;
			default: continue;
			}

			break;
		case SOUND_WEAPON_RELOAD:
			weapon = &ped->m_weapons[ped->m_currentWeapon];
			switch(weapon->m_eWeaponType) {
			case WEAPONTYPE_COLT45:
				m_sQueueSample.m_nSampleIndex = SFX_PISTOL_RELOAD;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_PISTOL_RELOAD) +
				    RandomDisplacement(300);
				break;
			case WEAPONTYPE_UZI:
				m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
				m_sQueueSample.m_nFrequency = 39243;
				break;
			case WEAPONTYPE_SHOTGUN:
				m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
				m_sQueueSample.m_nFrequency = 30290;
				break;
			case WEAPONTYPE_AK47:
				m_sQueueSample.m_nSampleIndex = SFX_AK47_RELOAD;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_AK47_RELOAD);
				break;
			case WEAPONTYPE_M16:
				m_sQueueSample.m_nSampleIndex = SFX_M16_RELOAD;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_M16_RELOAD);
				break;
			case WEAPONTYPE_SNIPERRIFLE:
				m_sQueueSample.m_nSampleIndex = SFX_RIFLE_RELOAD;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_RIFLE_RELOAD);
				break;
			case WEAPONTYPE_ROCKETLAUNCHER:
				m_sQueueSample.m_nSampleIndex = SFX_ROCKET_RELOAD;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_ROCKET_RELOAD);
				break;
			default: continue;
			}
			emittingVol = 75;
			m_sQueueSample.m_nCounter = iSound++;
			stereo = 1;
			m_sQueueSample.m_nFrequency += RandomDisplacement(300);
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = 75;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_WEAPON_AK47_BULLET_ECHO:
		case SOUND_WEAPON_UZI_BULLET_ECHO:
		case SOUND_WEAPON_M16_BULLET_ECHO:
			m_sQueueSample.m_nSampleIndex = SFX_UZI_END_LEFT;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound++;
			stereo = 1;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_UZI_END_LEFT);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 80.0f;
			maxDist = SQR(80);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			m_sQueueSample.m_nLoopEnd = -1;
			emittingVol = m_anRandomTable[4] % 10 + 40;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			if(m_bDynamicAcousticModelingStatus)
				m_sQueueSample.m_bRequireReflection = true;
			else
				noReflection = true;
			break;
		case SOUND_WEAPON_FLAMETHROWER_FIRE:
			m_sQueueSample.m_nSampleIndex = SFX_FLAMETHROWER_START_LEFT;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound++;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_FLAMETHROWER_START_LEFT);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 4.0f;
			m_sQueueSample.m_fSoundIntensity = 60.0f;
			maxDist = 3600.f;
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			m_sQueueSample.m_nLoopEnd = -1;
			emittingVol = 70;
			m_sQueueSample.m_bEmittingVolume = 70;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			break;
		case SOUND_WEAPON_HIT_PED:
			m_sQueueSample.m_nSampleIndex = SFX_BULLET_PED;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound++;
			stereo = 1;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_BULLET_PED);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
			m_sQueueSample.m_nReleasingVolumeModificator = 7;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = SQR(30);
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[0] % 20 + 90;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			break;
		case SOUND_SPLASH:
			m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nCounter = iSound++;
			stereo = 1;
			m_sQueueSample.m_nFrequency = RandomDisplacement(1400) + 20000;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			maxDist = 1600.f;
			m_sQueueSample.m_nLoopCount = 1;
			m_sQueueSample.m_nLoopStart = 0;
			emittingVol = m_anRandomTable[2] % 30 + 70;
			m_sQueueSample.m_nLoopEnd = -1;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_bReleasingSoundFlag = 1;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		default: SetupPedComments(params, sound); continue;
		}

		if(stereo && iSound > 60) iSound = 21;
		if(params->m_fDistance < maxDist) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity,
			                  m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				if(noReflection) {
					if(0.2f * m_sQueueSample.m_fSoundIntensity <=
					   m_sQueueSample.m_fDistance) {
						noReflection = 0;
					} else {
						m_sQueueSample.m_bIs2D = true;
						m_sQueueSample.m_bOffset = 0;
					}
				}
				m_sQueueSample.m_bReverbFlag = true;
				AddSampleToRequestedQueue();
				if(noReflection) {
					m_sQueueSample.m_bOffset = 127;
					++m_sQueueSample.m_nSampleIndex;
					if(m_asAudioEntities[m_sQueueSample.m_nEntityIndex]
					           .m_awAudioEvent[i] != SOUND_WEAPON_SHOT_FIRED ||
					   weapon->m_eWeaponType != WEAPONTYPE_FLAMETHROWER) {
						m_sQueueSample.m_nCounter = iSound++;
						if(iSound > 60) iSound = 21;
					} else {
						++m_sQueueSample.m_nCounter;
					}
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::ProcessPhysical(int32 id)
{
	CPhysical *entity = (CPhysical *)m_asAudioEntities[id].m_pEntity;
	if(entity) {
		switch(entity->m_type) {
		case ENTITY_TYPE_VEHICLE:
			ProcessVehicle((CVehicle *)m_asAudioEntities[id].m_pEntity);
			break;
		case ENTITY_TYPE_PED:
			ProcessPed((CPhysical *)m_asAudioEntities[id].m_pEntity);
			break;
		default: return;
		}
	}
}

void
cAudioManager::ProcessPlane(cVehicleParams *params)
{
	switch(params->m_nIndex) {
	case AIRTRAIN: ProcessJumbo(params); break;
	case DEADDODO: ProcessCesna(params); break;
	default: debug("Plane Model Id is %d\n, ", params->m_pVehicle->m_modelIndex); break;
	}
}

struct tVehicleSampleData {
	eSfxSample m_nAccelerationSampleIndex;
	uint8 m_bEngineSoundType;
	char gap_5[3];
	eSfxSample m_nHornSample;
	int32 m_nHornFrequency;
	uint8 m_nSirenOrAlarmSample;
	int32 m_nSirenOrAlarmFrequency;
	uint8 m_bDoorType;
	char gap_25[3];
};

// int32 *GearFreqAdj = (int32 *)0x606A50;
int32 GearFreqAdj[] = {112, 23, 0, 0, 112, 23, 0, 0, 72, 13,  0,   0,
                       176, 4,  0, 0, 0,   0,  0, 0, 24, 252, 255, 255};

// tVehicleSampleData *CarSounds = (tVehicleSampleData *)0x606204;

const tVehicleSampleData CarSounds[70] = {
    {SFX_CAR_REV_2, 2, "", SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 11487, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_8, 8, "", SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 10928, 1},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 12893, SFX_CAR_ALARM_1, 8941, 0},
    {SFX_CAR_REV_5, 5, "", SFX_CAR_HORN_BMW328, 10706, SFX_CAR_ALARM_1, 11922, 1},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 7948, 2},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_TRUCK, 29711, SFX_POLICE_SIREN_SLOW, 11556, 2},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_TRUCK, 31478, SFX_CAR_ALARM_1, 8941, 2},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_BMW328, 9538, SFX_CAR_ALARM_1, 12220, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_3, 3, "", SFX_CAR_HORN_BMW328, 12017, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_2, 2, "", SFX_CAR_HORN_JEEP, 22295, SFX_CAR_ALARM_1, 12200, 1},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_BUS2, 18000, SFX_CAR_ALARM_1, 13400, 1},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_BUS, 18286, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_3, 3, "", SFX_CAR_HORN_PORSCHE, 11025, SFX_CAR_ALARM_1, 13600, 1},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_JEEP, 22295, SFX_AMBULANCE_SIREN_SLOW, 8795, 2},
    {SFX_CAR_REV_5, 5, "", SFX_CAR_HORN_PORSCHE, 9271, SFX_POLICE_SIREN_SLOW, 16168, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 12170, SFX_CAR_ALARM_1, 8000, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_BUS2, 12345, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_2, 2, "", SFX_CAR_HORN_BMW328, 10796, SFX_CAR_ALARM_1, 8543, 1},
    {SFX_CAR_REV_5, 5, "", SFX_CAR_HORN_PORSCHE, 9271, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_2, 2, "", SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_PICKUP, 11025, SFX_ICE_CREAM_TUNE, 11025, 0},
    {SFX_CAR_REV_7, 7, "", SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 10000, 0},
    {SFX_CAR_REV_5, 5, "", SFX_CAR_HORN_BMW328, 10706, SFX_POLICE_SIREN_SLOW, 13596, 1},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_BUS, 17260, SFX_POLICE_SIREN_SLOW, 13000, 2},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_8, 8, "", SFX_CAR_HORN_PORSCHE, 10400, SFX_CAR_ALARM_1, 10123, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 26513, SFX_POLICE_SIREN_SLOW, 13596, 0},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_BUS2, 11652, SFX_CAR_ALARM_1, 10554, 3},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 8000, 2},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_1, 0, "", SFX_CAR_HORN_TRUCK, 29711, SFX_CAR_ALARM_1, 9935, 3},
    {SFX_CAR_REV_1, 0, "", SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CESNA_IDLE, 0, "", SFX_CAR_HORN_JEEP, 26513, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_BUS, 16291, SFX_CAR_ALARM_1, 7500, 3},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 10233, SFX_CAR_ALARM_1, 8935, 0},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_PICKUP, 8670, SFX_CAR_ALARM_1, 8935, 0},
    {SFX_CAR_REV_1, 0, "", SFX_CAR_HORN_PICKUP, 2000, SFX_CAR_ALARM_1, 17000, 0},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_5, 5, "", SFX_CAR_HORN_BMW328, 9003, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_2, 2, "", SFX_CAR_HORN_PORSCHE, 12375, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_5, 5, "", SFX_CAR_HORN_BUS2, 15554, SFX_CAR_ALARM_1, 9935, 1},
    {SFX_CAR_REV_7, 7, "", SFX_CAR_HORN_BUS2, 13857, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_7, 7, "", SFX_CAR_HORN_PICKUP, 10924, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_1, 0, "", SFX_CAR_HORN_JEEP, 20143, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 0, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9000, 0},
    {SFX_CAR_REV_6, 6, "", SFX_CAR_HORN_TRUCK, 28043, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_BUS, 18286, SFX_CAR_ALARM_1, 9935, 2},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_56CHEV, 10842, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_4, 4, "", SFX_CAR_HORN_BUS2, 18000, SFX_CAR_ALARM_1, 13400, 1},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0},
    {SFX_CAR_REV_1, 1, "", SFX_CAR_HORN_JEEP, 21043, SFX_CAR_ALARM_1, 9935, 0}};

void
cAudioManager::ProcessPlayersVehicleEngine(cVehicleParams *params, CAutomobile *automobile)
{
	cTransmission *transmission;
	float velocityChange;
	float relativeVelocityChange;
	float accelerationMultipler;
	uint8 wheelInUseCounter;
	float time;
	int baseFreq;
	uint8 vol;
	int gearNr;
	int32 freq;

	int freqModifier;
	int soundOffset;
	uint8 engineSoundType;
	int32 accelerateState;
	bool channelUsed;
	char lostTraction;
	bool processedAccelSampleStopped;
	uint8 currentGear;
	float gasPedalAudio;
	CVector pos;

	static int16 LastAccel = 0;
	static int16 LastBrake = 0;
	static uint8 CurrentPretendGear = 1;
	static bool bLostTractionLastFrame = 0;
	static bool bHandbrakeOnLastFrame = 0;
	static int32 nCruising = 0;
	static bool bAccelSampleStopped = 1;

	lostTraction = 0;
	processedAccelSampleStopped = 0;
	if(bPlayerJustEnteredCar) {
		bAccelSampleStopped = 1;
		bPlayerJustEnteredCar = false;
		nCruising = 0;
		LastAccel = 0;
		bLostTractionLastFrame = 0;
		LastBrake = 0;
		bHandbrakeOnLastFrame = 0;
		CurrentPretendGear = 1;
	}
	if(CReplay::IsPlayingBack()) {
		accelerateState = 255.f * Max(0.0f, Min(1.0f, automobile->m_fGasPedal));
	} else {
		accelerateState = Pads->GetAccelerate();
	}
	channelUsed = SampleManager.GetChannelUsedFlag(m_bActiveSamples);
	transmission = params->m_pTransmission;
	velocityChange = params->m_fVelocityChange;
	relativeVelocityChange = 2.0f * velocityChange / transmission->fMaxVelocity;

	accelerationMultipler = Min(Min(1.f, relativeVelocityChange), 0.f);
	gasPedalAudio = accelerationMultipler;
	currentGear = params->m_pVehicle->m_nCurrentGear;

	if(transmission->nDriveType == '4') {
		wheelInUseCounter = 0;
		for(uint8 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
			if(automobile->m_aWheelState[i]) ++wheelInUseCounter;
		}
		if(wheelInUseCounter > 2) lostTraction = 1;
	} else if(transmission->nDriveType == 'F') {
		if((automobile->m_aWheelState[0] || automobile->m_aWheelState[2]) &&
		   (automobile->m_aWheelState[1] || automobile->m_aWheelState[3])) {
			lostTraction = 1;
		}
	} else if(transmission->nDriveType == 'R' &&
	          (automobile->m_aWheelState[1] || automobile->m_aWheelState[3])) {
		lostTraction = 1;
	}
	if(0.0f != velocityChange) {
		time = params->m_pVehicle->m_vecMoveSpeed.z / velocityChange;
		if(time <= 0.0f) {
			freqModifier = Max(-0.2f, time) * -15000.f;
		} else {
			freqModifier = -(Min(0.2f, time) * 15000.f);
		}
		if(params->m_fVelocityChange < -0.001f) freqModifier = -freqModifier;
	} else {
		freqModifier = 0;
	}
	engineSoundType = CarSounds[params->m_nIndex].m_bEngineSoundType;
	soundOffset = 3 * (engineSoundType - 1);
	if(accelerateState <= 0) {
		if(params->m_fVelocityChange < -0.001f) {
			if(channelUsed) {
				SampleManager.StopChannel(m_bActiveSamples);
				bAccelSampleStopped = 1;
			}
			if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
			   lostTraction) {
				gasPedalAudio = automobile->m_fGasPedalAudio;
			} else {
				gasPedalAudio =
				    Min(1.0f, params->m_fVelocityChange /
				                  params->m_pTransmission->fMaxReverseVelocity);
			}
			gasPedalAudio = Max(0.0f, gasPedalAudio);
			automobile->m_fGasPedalAudio = gasPedalAudio;
		} else if(LastAccel > 0) {
			if(channelUsed) {
				SampleManager.StopChannel(m_bActiveSamples);
				bAccelSampleStopped = 1;
			}
			nCruising = 0;
			if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
			   lostTraction ||
			   params->m_fVelocityChange >= 0.01f &&
			       automobile->m_fGasPedalAudio > 0.2f) {
				automobile->m_fGasPedalAudio = automobile->m_fGasPedalAudio * 0.6f;
				gasPedalAudio = automobile->m_fGasPedalAudio;
			}
			if(gasPedalAudio > 0.05f) {
				freq = (5000.f * (gasPedalAudio - 0.05f) * 20.f / 19) + 19000;
				if(engineSoundType == 6) freq >>= 1;
				AddPlayerCarSample((25.f * (gasPedalAudio - 0.05f) * 20.f / 19) +
				                       40,
				                   freq, (soundOffset + SFX_CAR_FINGER_OFF_ACCEL_1),
				                   engineSoundType, 63, 0);
			}
		}
		freq = (10000.f * gasPedalAudio) + 22050;
		if(engineSoundType == 6) freq >>= 1;
		AddPlayerCarSample(110 - (40.f * gasPedalAudio), freq,
		                   (engineSoundType + SFX_CAR_REV_10), 0, 52, 1);

		CurrentPretendGear = Max(1, currentGear);
		LastAccel = accelerateState;

		bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
		bLostTractionLastFrame = lostTraction;
		return;
	}
	if(!nCruising) {
		if(accelerateState < 150 || !automobile->m_nWheelsOnGround ||
		   automobile->bIsHandbrakeOn || lostTraction ||
		   currentGear < 2 && velocityChange - automobile->m_fVelocityChangeForAudio <
		                          0.01f) { // here could be used abs
			if(!automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
			   lostTraction) {
				if(!automobile->m_nWheelsOnGround &&
				       automobile->m_nDriveWheelsOnGround ||
				   (automobile->bIsHandbrakeOn && !bHandbrakeOnLastFrame ||
				    lostTraction && !bLostTractionLastFrame) &&
				       automobile->m_nWheelsOnGround) {
					automobile->m_fGasPedalAudio =
					    automobile->m_fGasPedalAudio * 0.6f;
				}
				freqModifier = 0;
				baseFreq = (15000.f * automobile->m_fGasPedalAudio) + 14000;
				vol = (25.0f * automobile->m_fGasPedalAudio) + 60;
			} else {
				baseFreq = (8000.f * accelerationMultipler) + 16000;
				vol = (25.0f * accelerationMultipler) + 60;
				automobile->m_fGasPedalAudio = accelerationMultipler;
			}
			freq = freqModifier + baseFreq;
			if(engineSoundType == 6) freq >>= 1;
			if(channelUsed) {
				SampleManager.StopChannel(m_bActiveSamples);
				bAccelSampleStopped = 1;
			}
			AddPlayerCarSample(vol, freq, (engineSoundType + SFX_PHONE_RING), 0, 2, 1);
			LastAccel = accelerateState;

			bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
			bLostTractionLastFrame = lostTraction;
			return;
		}
		TranslateEntity(&m_sQueueSample.m_vecPos, &pos);
		if(bAccelSampleStopped) {
			if(CurrentPretendGear != 1 || currentGear != 2) {
				gearNr = currentGear - 1;
				if(gearNr < 1) gearNr = 1;
				CurrentPretendGear = gearNr;
			}
			processedAccelSampleStopped = 1;
			bAccelSampleStopped = 0;
		}
		if(channelUsed) {
			SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85);
			SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z);
			SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f);
			if(engineSoundType == 6)
				freq =
				    (GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) >> 1;
			else
				freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
			SampleManager.SetChannelFrequency(m_bActiveSamples, freq);
			if(!channelUsed) {
				SampleManager.SetChannelReverbFlag(
				    m_bActiveSamples, m_bDynamicAcousticModelingStatus != 0);
				SampleManager.StartChannel(m_bActiveSamples);
			}
			LastAccel = accelerateState;

			bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
			bLostTractionLastFrame = lostTraction;
			return;
		}
		if(processedAccelSampleStopped) {
			if(!SampleManager.InitialiseChannel(m_bActiveSamples, soundOffset + 345, 0))
				return;
			SampleManager.SetChannelLoopCount(m_bActiveSamples, 1);
			SampleManager.SetChannelLoopPoints(m_bActiveSamples, 0, -1);
			SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85);
			SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z);
			SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f);
			if(engineSoundType == 6)
				freq =
				    (GearFreqAdj[CurrentPretendGear] + freqModifier + 22050) >> 1;
			else
				freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;
			SampleManager.SetChannelFrequency(m_bActiveSamples, freq);
			if(!channelUsed) {
				SampleManager.SetChannelReverbFlag(
				    m_bActiveSamples, m_bDynamicAcousticModelingStatus != 0);
				SampleManager.StartChannel(m_bActiveSamples);
			}
			LastAccel = accelerateState;

			bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
			bLostTractionLastFrame = lostTraction;
			return;
		}
		if(CurrentPretendGear < params->m_pTransmission->nNumberOfGears - 1) {
			++CurrentPretendGear;
			if(!SampleManager.InitialiseChannel(m_bActiveSamples, soundOffset + 345, 0))
				return;
			SampleManager.SetChannelLoopCount(m_bActiveSamples, 1);
			SampleManager.SetChannelLoopPoints(m_bActiveSamples, 0, -1);
			SampleManager.SetChannelEmittingVolume(m_bActiveSamples, 85);
			SampleManager.SetChannel3DPosition(m_bActiveSamples, pos.x, pos.y, pos.z);
			SampleManager.SetChannel3DDistances(m_bActiveSamples, 50.f, 12.5f);
			freq = GearFreqAdj[CurrentPretendGear] + freqModifier + 22050;

			if(engineSoundType == 6) freq >>= 1;

			SampleManager.SetChannelFrequency(m_bActiveSamples, freq);
			if(!channelUsed) {
				SampleManager.SetChannelReverbFlag(
				    m_bActiveSamples, m_bDynamicAcousticModelingStatus != 0);
				SampleManager.StartChannel(m_bActiveSamples);
			}
			LastAccel = accelerateState;

			bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
			bLostTractionLastFrame = lostTraction;
			return;
		}
		nCruising = 1;
	}
	bAccelSampleStopped = 1;
	if(accelerateState < 150 || !automobile->m_nWheelsOnGround || automobile->bIsHandbrakeOn ||
	   lostTraction || currentGear < params->m_pTransmission->nNumberOfGears - 1) {
		nCruising = 0;
	} else {
		if(accelerateState >= 220 &&
		   0.001f + params->m_fVelocityChange < automobile->m_fVelocityChangeForAudio) {
			if(nCruising < 800) ++nCruising;
		} else if(nCruising > 3) {
			--nCruising;
		}
		freq = 27 * nCruising + freqModifier + 22050;
		if(engineSoundType == 6) freq >>= 1;
		AddPlayerCarSample(85, freq, (soundOffset + SFX_CAR_AFTER_ACCEL_1), engineSoundType,
		                   64, 1);
	}
	LastAccel = accelerateState;

	bHandbrakeOnLastFrame = automobile->bIsHandbrakeOn;
	bLostTractionLastFrame = lostTraction;
}

void
cAudioManager::ProcessPoliceCellBeatingScriptObject(uint8 sound)
{
	uint32 time = CTimer::GetTimeInMilliseconds();
	int32 sampleIndex;
	uint8 emittingVol;
	float distSquared;
	cPedParams params;

	static uint8 counter = 0;

	if(time > gCellNextTime) {
		switch(sound) {
		case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_S:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
			break;
		case SCRIPT_SOUND_POLICE_CELL_BEATING_LOOP_L:
			m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityL;
			break;
		default: return;
		}
		distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
		if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
			m_sQueueSample.m_fDistance = Sqrt(distSquared);
			if(m_FrameCounter & 1)
				sampleIndex = (m_anRandomTable[1] & 3) + SFX_FIGHT_1;
			else
				sampleIndex = (m_anRandomTable[3] & 1) + SFX_BAT_HIT_LEFT;
			m_sQueueSample.m_nSampleIndex = sampleIndex;
			emittingVol = m_anRandomTable[0] % 50 + 55;
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity,
			                  m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
				m_sQueueSample.m_nCounter = counter++;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				params.m_bDistanceCalculated = 1;
				params.m_fDistance = distSquared;
				params.m_pPed = nil;
				SetupPedComments(&params, SOUND_8A);
			}
			gCellNextTime = time + 500 + m_anRandomTable[3] % 1500;
		}
	}
}

void
cAudioManager::ProcessPornCinema(uint8 sound)
{

	eSfxSample sample;
	uint32 time;
	int32 rand;
	float distSquared;

	switch(sound) {
	case SCRIPT_SOUND_PORN_CINEMA_1_S:
	case SCRIPT_SOUND_MISTY_SEX_S:
		m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		sample = SFX_PORN_1_GROAN_1;
		m_sQueueSample.m_fSoundIntensity = 20.0f;
		break;
	case SCRIPT_SOUND_PORN_CINEMA_1_L:
	case SCRIPT_SOUND_MISTY_SEX_L:
		m_sQueueSample.m_nSampleIndex = SFX_PORN_1_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		sample = SFX_PORN_1_GROAN_1;
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		break;
	case SCRIPT_SOUND_PORN_CINEMA_2_S:
		m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		sample = SFX_PORN_2_GROAN_1;
		m_sQueueSample.m_fSoundIntensity = 20.0f;
		break;
	case SCRIPT_SOUND_PORN_CINEMA_2_L:
		m_sQueueSample.m_nSampleIndex = SFX_PORN_2_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		sample = SFX_PORN_2_GROAN_1;
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		break;
	case SCRIPT_SOUND_PORN_CINEMA_3_S:
		m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_fSoundIntensity = 20.0f;
		sample = SFX_PORN_3_GROAN_1;
		break;
	case SCRIPT_SOUND_PORN_CINEMA_3_L:
		m_sQueueSample.m_nSampleIndex = SFX_PORN_3_LOOP;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_fSoundIntensity = 80.0f;
		sample = SFX_PORN_3_GROAN_1;
		break;
	default: return;
	}
	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		if(sound != SCRIPT_SOUND_MISTY_SEX_S && sound != SCRIPT_SOUND_MISTY_SEX_L) {
			m_sQueueSample.m_bVolume =
			    ComputeVolume(maxVolume, m_sQueueSample.m_fSoundIntensity,
			                  m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nCounter = 0;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_bEmittingVolume = maxVolume;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
		}

		time = CTimer::GetTimeInMilliseconds();
		if(time > gPornNextTime) {
			m_sQueueSample.m_bVolume = ComputeVolume(
			    90, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				rand = m_anRandomTable[1] & 1;
				m_sQueueSample.m_nSampleIndex = rand + sample;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nFrequency +=
				    RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
				m_sQueueSample.m_nCounter = rand + 1;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 6;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				gPornNextTime = time + 2000 + m_anRandomTable[3] % 6000;
			}
		}
	}
}

void
cAudioManager::ProcessProjectiles()
{
	uint8 emittingVol;

	for(int32 i = 0; i < NUM_PROJECTILES; i++) {
		if(CProjectileInfo::GetProjectileInfo(i)->m_bInUse) {
			switch(CProjectileInfo::GetProjectileInfo(i)->m_eWeaponType) {
			case WEAPONTYPE_ROCKETLAUNCHER:
				emittingVol = maxVolume;
				m_sQueueSample.m_fSoundIntensity = rocketLauncherIntensity;
				m_sQueueSample.m_nSampleIndex = SFX_ROCKET_FLY;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_ROCKET_FLY);
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				break;
			case WEAPONTYPE_MOLOTOV:
				emittingVol = molotovVolume;
				m_sQueueSample.m_fSoundIntensity = molotovIntensity;
				m_sQueueSample.m_nSampleIndex = SFX_PED_ON_FIRE;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency =
				    32 * SampleManager.GetSampleBaseFrequency(SFX_PED_ON_FIRE) / 25;
				m_sQueueSample.m_nReleasingVolumeModificator = 7;
				break;
			default: return;
			}
			m_sQueueSample.m_fSpeedMultiplier = 4.0f;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_vecPos =
			    CProjectileInfo::ms_apProjectile[i]->GetPosition();
			float distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
			if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
				m_sQueueSample.m_fDistance = Sqrt(distSquared);
				m_sQueueSample.m_bVolume =
				    ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity,
				                  m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_nCounter = i;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bEmittingVolume = emittingVol;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::ProcessRainOnVehicle(cVehicleParams *params)
{
	if(params->m_fDistance < SQR(rainOnVehicleIntensity) && CWeather::Rain > 0.01f &&
	   (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
		CVehicle *veh = params->m_pVehicle;
		++veh->m_bRainAudioCounter;
		if(veh->m_bRainAudioCounter >= 2) {
			veh->m_bRainAudioCounter = 0;
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			float emittingVol = 30.f * CWeather::Rain;
			m_sQueueSample.m_bVolume = ComputeVolume(
			    emittingVol, rainOnVehicleIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nCounter = veh->m_bRainSamplesCounter++;
				if(veh->m_bRainSamplesCounter > 4) veh->m_bRainSamplesCounter = 68;
				m_sQueueSample.m_nSampleIndex =
				    (m_anRandomTable[1] & 3) + SFX_CAR_RAIN_1;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 9;
				m_sQueueSample.m_nFrequency = m_anRandomTable[1] % 4000 + 28000;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bEmittingVolume = (uint8)emittingVol;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_fSpeedMultiplier = 0.0f;
				m_sQueueSample.m_fSoundIntensity = rainOnVehicleIntensity;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_bReverbFlag = false;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
		}
	}
}

void
cAudioManager::ProcessReverb() const
{
	if(SampleManager.UpdateReverb() && m_bDynamicAcousticModelingStatus) {
		for(uint32 i = 0; i <
#ifdef FIX_BUGS
		                  channels
#else
		                  28
#endif
		    ;
		    i++) {
			if(m_asActiveSamples[i].m_bReverbFlag)
				SampleManager.SetChannelReverbFlag(i, 1);
		}
	}
}

bool
cAudioManager::ProcessReverseGear(cVehicleParams *params)
{
	CVehicle *veh;
	CAutomobile *automobile;
	int32 emittingVol;
	float modificator;

	if(params->m_fDistance >= SQR(reverseGearIntensity)) return false;
	veh = params->m_pVehicle;
	if(veh->bEngineOn && (veh->m_fGasPedal < 0.0f || !veh->m_nCurrentGear)) {
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		automobile = (CAutomobile *)params->m_pVehicle;
		if(automobile->m_nWheelsOnGround) {
			modificator = params->m_fVelocityChange /
			              params->m_pTransmission->fMaxReverseVelocity;
		} else {
			if(automobile->m_nDriveWheelsOnGround)
				automobile->m_fGasPedalAudio = automobile->m_fGasPedalAudio * 0.4f;
			modificator = automobile->m_fGasPedalAudio;
		}
		modificator = Abs(modificator);
		emittingVol = (24.f * modificator);
		m_sQueueSample.m_bVolume =
		    ComputeVolume(emittingVol, reverseGearIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			if(params->m_pVehicle->m_fGasPedal >= 0.0f) {
				m_sQueueSample.m_nCounter = 62;
				m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR_2;
			} else {
				m_sQueueSample.m_nCounter = 61;
				m_sQueueSample.m_nSampleIndex = SFX_REVERSE_GEAR;
			}
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_nFrequency = (6000.f * modificator) + 7000;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 3.0f;
			m_sQueueSample.m_fSoundIntensity = reverseGearIntensity;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 5;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
	return true;
}

void
cAudioManager::ProcessSawMillScriptObject(uint8 sound)
{
	uint32 time;
	float distSquared;

	switch(sound) {
	case SCRIPT_SOUND_SAWMILL_LOOP_S:
	case SCRIPT_SOUND_SAWMILL_LOOP_L:
		m_sQueueSample.m_fSoundIntensity = scriptObjectIntensityS;
		break;
	default: return;
	}
	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		m_sQueueSample.m_bVolume =
		    ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_LOOP;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_SAWMILL_LOOP);
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_bEmittingVolume = 30;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
		time = CTimer::GetTimeInMilliseconds();
		if(time > gSawMillNextTime) {
			m_sQueueSample.m_bVolume = ComputeVolume(
			    70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nSampleIndex = SFX_SAWMILL_CUT_WOOD;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nCounter = 1;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				gSawMillNextTime = time + 2000 + m_anRandomTable[3] % 4000;
			}
		}
	}
}

void
cAudioManager::ProcessScriptObject(int32 id)
{
	cAudioScriptObject *entity = (cAudioScriptObject *)m_asAudioEntities[id].m_pEntity;
	if(entity) {
		m_sQueueSample.m_vecPos = entity->Posn;
		if(m_asAudioEntities[id].m_AudioEvents == 1)
			ProcessOneShotScriptObject(m_asAudioEntities[id].m_awAudioEvent[0]);
		else
			ProcessLoopingScriptObject(entity->AudioId);
	}
}

void
cAudioManager::ProcessShopScriptObject(uint8 sound)
{
	uint32 time;
	int32 rand;
	float distSquared;

	switch(sound) {
	case SCRIPT_SOUND_SHOP_LOOP_S:
	case SCRIPT_SOUND_SHOP_LOOP_L: m_sQueueSample.m_fSoundIntensity = 30.0f; break;
	default: return;
	}
	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		m_sQueueSample.m_bVolume =
		    ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nSampleIndex = SFX_SHOP_LOOP;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_SHOP_LOOP);
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_bEmittingVolume = 30;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
		time = CTimer::GetTimeInMilliseconds();
		if(time > gShopNextTime) {
			m_sQueueSample.m_bVolume = ComputeVolume(
			    70, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				rand = m_anRandomTable[1] & 1;
				m_sQueueSample.m_nSampleIndex = rand + SFX_SHOP_TILL_1;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nCounter = rand + 1;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nLoopCount = 1;
				m_sQueueSample.m_bReleasingSoundFlag = true;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_fSpeedMultiplier = 2.0f;
				m_sQueueSample.m_bEmittingVolume = 70;
				m_sQueueSample.m_nLoopStart = 0;
				m_sQueueSample.m_nLoopEnd = -1;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				gShopNextTime = time + 3000 + m_anRandomTable[3] % 7000;
			}
		}
	}
}

void
cAudioManager::ProcessSpecial()
{
	if(m_bUserPause) {
		if(!m_bPreviousUserPause) {
			MusicManager.ChangeMusicMode(MUSICMODE_FRONTEND);
			SampleManager.SetEffectsFadeVolume(maxVolume);
			SampleManager.SetMusicFadeVolume(maxVolume);
		}
	} else {
		if(m_bPreviousUserPause) {
			MusicManager.StopFrontEndTrack();
			MusicManager.ChangeMusicMode(MUSICMODE_GAME);
		}
		CPlayerPed *playerPed = FindPlayerPed();
		if(playerPed) {
			const PedState &state = playerPed->m_nPedState;
			if(state != PED_ENTER_CAR && state != PED_STEAL_CAR &&
			   !playerPed->bInVehicle)
				SampleManager.StopChannel(m_bActiveSamples);
		}
	}
}

bool
cAudioManager::ProcessTrainNoise(cVehicleParams *params)
{
	CTrain *train;
	uint8 emittingVol;
	float speedMultipler;

	if(params->m_fDistance >= 90000.f) return false;

	if(params->m_fVelocityChange > 0.0f) {
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		train = (CTrain *)params->m_pVehicle;
		speedMultipler = Min(1.0f, train->m_fSpeed * 250.f / 51.f);
		emittingVol = (75.f * speedMultipler);
		if(train->m_fWagonPosition == 0.0f) {
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, 300.f, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nCounter = 32;
				m_sQueueSample.m_nSampleIndex = SFX_TRAIN_FAR;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 2;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_TRAIN_FAR);
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_fSpeedMultiplier = 3.0f;
				m_sQueueSample.m_fSoundIntensity = 300.0f;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_nReleasingVolumeDivider = 3;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
		}
		if(params->m_fDistance < 4900.f) {
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, 70.f, m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				m_sQueueSample.m_nCounter = 33;
				m_sQueueSample.m_nSampleIndex = SFX_TRAIN_NEAR;
				m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
				m_sQueueSample.m_bIs2D = false;
				m_sQueueSample.m_nReleasingVolumeModificator = 5;
				m_sQueueSample.m_nFrequency =
				    SampleManager.GetSampleBaseFrequency(SFX_TRAIN_NEAR) +
				    100 * m_sQueueSample.m_nEntityIndex % 987;
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_fSpeedMultiplier = 6.0f;
				m_sQueueSample.m_fSoundIntensity = 70.0f;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_nReleasingVolumeDivider = 3;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
			}
		}
	}
	return true;
}

void
cAudioManager::ProcessVehicle(CVehicle *veh)
{
	tHandlingData *handling = veh->pHandling;
	float velChange;
	cVehicleParams params;
	m_sQueueSample.m_vecPos = veh->GetPosition();

	params.m_bDistanceCalculated = false;
	params.m_fDistance = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	params.m_pVehicle = veh;
	params.m_pTransmission = nil;
	params.m_nIndex = 0;
	params.m_fVelocityChange = 0.0f;

	if(handling) params.m_pTransmission = &handling->Transmission;

	params.m_nIndex = veh->m_modelIndex - 90;
	if(params.m_pVehicle->m_status == STATUS_SIMPLE)
		velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f;
	else
		velChange =
		    DotProduct(params.m_pVehicle->m_vecMoveSpeed, params.m_pVehicle->GetForward());
	params.m_fVelocityChange = velChange;
	switch(params.m_pVehicle->m_vehType) {
	case VEHICLE_TYPE_CAR:
		UpdateGasPedalAudio((CAutomobile *)veh);
		if(params.m_nIndex == RCBANDIT) {
			ProcessModelCarEngine(&params);
			ProcessVehicleOneShots(&params);
			((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
			ProcessRainOnVehicle(&params);
			break;
		}
		if(params.m_nIndex == DODO) {
			if(!ProcessVehicleRoadNoise(&params)) {
				ProcessVehicleOneShots(&params);
				((CAutomobile *)veh)->m_fVelocityChangeForAudio =
				    params.m_fVelocityChange;
				ProcessRainOnVehicle(&params);
				break;
			}
			if(CWeather::WetRoads > 0.f) ProcessWetRoadNoise(&params);
			ProcessVehicleSkidding(&params);
		} else {
			if(!ProcessVehicleRoadNoise(&params)) {
				ProcessVehicleOneShots(&params);
				((CAutomobile *)veh)->m_fVelocityChangeForAudio =
				    params.m_fVelocityChange;
				ProcessRainOnVehicle(&params);
				break;
			}
			ProcessReverseGear(&params);
			if(CWeather::WetRoads > 0.f) ProcessWetRoadNoise(&params);
			ProcessVehicleSkidding(&params);
			ProcessVehicleHorn(&params);
			ProcessVehicleSirenOrAlarm(&params);
			if(UsesReverseWarning(params.m_nIndex))
				ProcessVehicleReverseWarning(&params);
			if(HasAirBrakes(params.m_nIndex)) ProcessAirBrakes(&params);
		}
		ProcessCarBombTick(&params);
		ProcessVehicleEngine(&params);
		ProcessEngineDamage(&params);
		ProcessVehicleDoors(&params);
		ProcessVehicleOneShots(&params);
		((CAutomobile *)veh)->m_fVelocityChangeForAudio = params.m_fVelocityChange;
		ProcessRainOnVehicle(&params);
		break;
	case VEHICLE_TYPE_BOAT:
		ProcessBoatEngine(&params);
		ProcessBoatMovingOverWater(&params);
		ProcessVehicleOneShots(&params);
		ProcessRainOnVehicle(&params);
		break;
	case VEHICLE_TYPE_TRAIN:
		ProcessTrainNoise(&params);
		ProcessVehicleOneShots(&params);
		ProcessRainOnVehicle(&params);
		break;
	case VEHICLE_TYPE_HELI:
		ProcessHelicopter(&params);
		ProcessVehicleOneShots(&params);
		ProcessRainOnVehicle(&params);
		break;
	case VEHICLE_TYPE_PLANE:
		ProcessPlane(&params);
		ProcessVehicleOneShots(&params);
		ProcessRainOnVehicle(&params);
		break;
	default: ProcessRainOnVehicle(&params); break;
	}
}

bool
cAudioManager::ProcessVehicleDoors(cVehicleParams *params)
{
	CAutomobile *automobile;
	int8 doorState;
	int32 emittingVol;
	float velocity;

	if(params->m_fDistance >= 1600.f) return false;

	automobile = (CAutomobile *)params->m_pVehicle;
	CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
	for(int32 i = 0; i < ARRAY_SIZE(automobile->Doors); i++) {
		if(automobile->Damage.GetDoorStatus(i) == 2) {
			doorState = automobile->Doors[i].m_nDoorState;
			if(doorState == 1 || doorState == 2) {
				velocity = Min(0.3f, Abs(automobile->Doors[i].m_fAngVel));
				if(velocity > 0.0035f) {
					emittingVol = (100.f * velocity * 10.f / 3.f);
					m_sQueueSample.m_bVolume = ComputeVolume(
					    emittingVol, 40.f, m_sQueueSample.m_fDistance);
					if(m_sQueueSample.m_bVolume) {
						m_sQueueSample.m_nCounter = i + 6;
						m_sQueueSample.m_nSampleIndex =
						    m_anRandomTable[1] % 6 + SFX_COL_CAR_PANEL_1;
						m_sQueueSample.m_nFrequency =
						    SampleManager.GetSampleBaseFrequency(
						        m_sQueueSample.m_nSampleIndex) +
						    RandomDisplacement(1000);
						m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
						m_sQueueSample.m_bIs2D = false;
						m_sQueueSample.m_nReleasingVolumeModificator = 10;
						m_sQueueSample.m_nLoopCount = 1;
						m_sQueueSample.m_bEmittingVolume = emittingVol;
						m_sQueueSample.m_nLoopStart = 0;
						m_sQueueSample.m_nLoopEnd = -1;
						m_sQueueSample.m_fSpeedMultiplier = 1.0f;
						m_sQueueSample.m_fSoundIntensity = 40.0f;
						m_sQueueSample.m_bReleasingSoundFlag = true;
						m_sQueueSample.m_bReverbFlag = true;
						m_sQueueSample.m_bRequireReflection = true;
						AddSampleToRequestedQueue();
					}
				}
			}
		}
	}
	return true;
}

void
cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
{
	CVehicle *playerVeh;
	CVehicle *veh;
	CAutomobile *automobile;
	float relativeGearChange;
	float relativeChange;
	float reverseRelativechange;
	uint8 volume;
	eSfxSample accelerationSample;
	int32 freq = 0; // uinitialized variable
	uint8 emittingVol;
	cTransmission *transmission;
	uint8 currentGear;
	float modificator;
	float traction = 0.f;

	if(params->m_fDistance < SQR(50.f)) {
		playerVeh = FindPlayerVehicle();
		veh = params->m_pVehicle;
		if(playerVeh == veh && veh->m_status == STATUS_WRECKED) {
			SampleManager.StopChannel(m_bActiveSamples);
			return;
		}
		if(veh->bEngineOn) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			automobile = (CAutomobile *)params->m_pVehicle;
			if(params->m_nIndex == DODO) {
				ProcessCesna(params);
				return;
			}
			if(FindPlayerVehicle() == veh) {
				ProcessPlayersVehicleEngine(params, automobile);
				return;
			}
			transmission = params->m_pTransmission;
			if(transmission) {
				currentGear = params->m_pVehicle->m_nCurrentGear;
				if(automobile->m_nWheelsOnGround) {
					if(automobile->bIsHandbrakeOn) {
						if(0.f == params->m_fVelocityChange)
							traction = 0.9f;
					} else if(params->m_pVehicle->m_status == STATUS_SIMPLE) {
						traction = 0.f;
					} else {
						switch(transmission->nDriveType) {
						case '4':
							for(int32 i = 0;
							    i <
							    ARRAY_SIZE(automobile->m_aWheelState);
							    i++) {
								if(automobile->m_aWheelState[i] ==
								   WHEEL_STATE_SPINNING)
									traction += 0.05f;
							}
							break;
						case 'F':
							if(automobile->m_aWheelState[0] ==
							   WHEEL_STATE_SPINNING)
								traction += 0.1f;
							if(automobile->m_aWheelState[2] ==
							   WHEEL_STATE_SPINNING)
								traction += 0.1f;
							break;
						case 'R':
							if(automobile->m_aWheelState[1] ==
							   WHEEL_STATE_SPINNING)
								traction += 0.1f;
							if(automobile->m_aWheelState[3] ==
							   WHEEL_STATE_SPINNING)
								traction += 0.1f;
							break;
						}
					}
					if(transmission->fMaxVelocity <= 0.f) {
						relativeChange = 0.f;
					} else if(currentGear) {
						if((params->m_fVelocityChange -
						    transmission->Gears[currentGear]
						        .fShiftDownVelocity) /
						       transmission->fMaxVelocity * 2.5f <=
						   1.f)
							relativeGearChange =
							    (params->m_fVelocityChange -
							     transmission->Gears[currentGear]
							         .fShiftDownVelocity) /
							    transmission->fMaxVelocity * 2.5f;
						else
							relativeGearChange = 1.f;
						if(0.f == traction &&
						   automobile->m_status != STATUS_SIMPLE &&
						   params->m_fVelocityChange >=
						       transmission->Gears[1].fShiftUpVelocity) {
							traction = 0.7f;
						}
						relativeChange =
						    traction * automobile->m_fGasPedalAudio *
						        0.95f +
						    (1.f - traction) * relativeGearChange;
					} else {
						reverseRelativechange = Abs(
						    (params->m_fVelocityChange -
						     transmission->Gears[0].fShiftDownVelocity) /
						    transmission->fMaxReverseVelocity);
						if(1.f - reverseRelativechange <= 1.f) {
							relativeChange =
							    1.f - reverseRelativechange;
						} else {
							relativeChange = 1.f;
						}
					}
				} else {
					if(automobile->m_nDriveWheelsOnGround)
						automobile->m_fGasPedalAudio =
						    automobile->m_fGasPedalAudio * 0.4f;
					relativeChange = automobile->m_fGasPedalAudio;
				}
				modificator = relativeChange;
				if(currentGear || !automobile->m_nWheelsOnGround)
					freq = 1200 * currentGear + 18000.f * modificator + 14000;
				else
					freq = 13000.f * modificator + 14000;
				if(modificator >= 0.75f) {
					emittingVol = 120;
					volume =
					    ComputeVolume(120, 50.f, m_sQueueSample.m_fDistance);
				} else {
					emittingVol = modificator * 4 / 3 * 40.f + 80.f;
					volume = ComputeVolume(emittingVol, 50.f,
					                       m_sQueueSample.m_fDistance);
				}
			} else {
				modificator = 0.f;
				emittingVol = 80;
				volume = ComputeVolume(80, 50.f, m_sQueueSample.m_fDistance);
			}
			m_sQueueSample.m_bVolume = volume;
			if(m_sQueueSample.m_bVolume) {
				if(automobile->m_status == STATUS_SIMPLE) {
					if(modificator < 0.02f) {
						m_sQueueSample.m_nSampleIndex =
						    CarSounds[params->m_nIndex].m_bEngineSoundType +
						    SFX_CAR_REV_10;
						freq = 10000.f * modificator + 22050;
						m_sQueueSample.m_nCounter = 52;
						m_sQueueSample.m_bBankIndex = 0;
						m_sQueueSample.m_bIs2D = 0;
						m_sQueueSample.m_nReleasingVolumeModificator = 3;
						m_sQueueSample.m_nFrequency =
						    freq +
						    100 * m_sQueueSample.m_nEntityIndex % 1000;
						if(m_sQueueSample.m_nSampleIndex ==
						       SFX_CAR_IDLE_6 ||
						   m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
							m_sQueueSample.m_nFrequency =
							    m_sQueueSample.m_nFrequency >> 1;
						m_sQueueSample.m_nLoopCount = 0;
						m_sQueueSample.m_bEmittingVolume = emittingVol;
						m_sQueueSample.m_nLoopStart =
						    SampleManager.GetSampleLoopStartOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_nLoopEnd =
						    SampleManager.GetSampleLoopEndOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_fSpeedMultiplier = 6.0f;
						m_sQueueSample.m_fSoundIntensity = 50.0f;
						m_sQueueSample.m_bReleasingSoundFlag = false;
						m_sQueueSample.m_nReleasingVolumeDivider = 8;
						m_sQueueSample.m_bReverbFlag = 1;
						m_sQueueSample.m_bRequireReflection = 0;
						AddSampleToRequestedQueue();
						return;
					}
					accelerationSample =
					    CarSounds[params->m_nIndex].m_nAccelerationSampleIndex;
				} else {
					if(automobile->m_fGasPedal < 0.05f) {
						m_sQueueSample.m_nSampleIndex =
						    CarSounds[params->m_nIndex].m_bEngineSoundType +
						    SFX_CAR_REV_10; // to recheck idle sounds start
						                    // 1 postion later
						freq = 10000.f * modificator + 22050;
						m_sQueueSample.m_nCounter = 52;
						m_sQueueSample.m_bBankIndex = 0;
						m_sQueueSample.m_bIs2D = 0;
						m_sQueueSample.m_nReleasingVolumeModificator = 3;
						m_sQueueSample.m_nFrequency =
						    freq +
						    100 * m_sQueueSample.m_nEntityIndex % 1000;
						if(m_sQueueSample.m_nSampleIndex ==
						       SFX_CAR_IDLE_6 ||
						   m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
							m_sQueueSample.m_nFrequency =
							    m_sQueueSample.m_nFrequency >> 1;
						m_sQueueSample.m_nLoopCount = 0;
						m_sQueueSample.m_bEmittingVolume = emittingVol;
						m_sQueueSample.m_nLoopStart =
						    SampleManager.GetSampleLoopStartOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_nLoopEnd =
						    SampleManager.GetSampleLoopEndOffset(
						        m_sQueueSample.m_nSampleIndex);
						m_sQueueSample.m_fSpeedMultiplier = 6.0f;
						m_sQueueSample.m_fSoundIntensity = 50.0f;
						m_sQueueSample.m_bReleasingSoundFlag = false;
						m_sQueueSample.m_nReleasingVolumeDivider = 8;
						m_sQueueSample.m_bReverbFlag = 1;
						m_sQueueSample.m_bRequireReflection = 0;
						AddSampleToRequestedQueue();
						return;
					}
					accelerationSample =
					    CarSounds[params->m_nIndex].m_nAccelerationSampleIndex;
				}
				m_sQueueSample.m_nSampleIndex = accelerationSample;
				m_sQueueSample.m_nCounter = 2;
				m_sQueueSample.m_bBankIndex = 0;
				m_sQueueSample.m_bIs2D = 0;
				m_sQueueSample.m_nReleasingVolumeModificator = 3;
				m_sQueueSample.m_nFrequency =
				    freq + 100 * m_sQueueSample.m_nEntityIndex % 1000;
				if(m_sQueueSample.m_nSampleIndex == SFX_CAR_IDLE_6 ||
				   m_sQueueSample.m_nSampleIndex == SFX_CAR_REV_6)
					m_sQueueSample.m_nFrequency =
					    m_sQueueSample.m_nFrequency >> 1;
				m_sQueueSample.m_nLoopCount = 0;
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_fSpeedMultiplier = 6.0f;
				m_sQueueSample.m_fSoundIntensity = 50.0f;
				m_sQueueSample.m_bReleasingSoundFlag = false;
				m_sQueueSample.m_nReleasingVolumeDivider = 8;
				m_sQueueSample.m_bReverbFlag = true;
				m_sQueueSample.m_bRequireReflection = false;
				AddSampleToRequestedQueue();
				return;
			}
		}
	}
}

void
cAudioManager::ProcessVehicleHorn(cVehicleParams *params)
{
	CAutomobile *automobile;

	if(params->m_fDistance < 1600.f) {
		automobile = (CAutomobile *)params->m_pVehicle;
		if((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params->m_nIndex)) &&
		   automobile->m_modelIndex != MI_MRWHOOP) {
			if(automobile->m_nCarHornTimer) {
				if(params->m_pVehicle->m_status) {
					if(automobile->m_nCarHornTimer > 44)
						automobile->m_nCarHornTimer = 44;
					if(automobile->m_nCarHornTimer == 44)
						automobile->field_22D =
						    (uint8(m_FrameCounter) +
						     uint8(m_sQueueSample.m_nEntityIndex)) &
						    7;
					if(!hornPatternsArray[automobile->field_22D]
					                     [44 - automobile->m_nCarHornTimer])
						return;
				}

				CalculateDistance(params->m_bDistanceCalculated,
				                  params->m_fDistance);
				m_sQueueSample.m_bVolume =
				    ComputeVolume(80, 40.f, m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_nCounter = 4;
					m_sQueueSample.m_nSampleIndex =
					    CarSounds[params->m_nIndex].m_nHornSample;
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nReleasingVolumeModificator = 2;
					m_sQueueSample.m_nFrequency =
					    CarSounds[params->m_nIndex].m_nHornFrequency;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bEmittingVolume = 80;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_fSpeedMultiplier = 5.0f;
					m_sQueueSample.m_fSoundIntensity = 40.0f;
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_nReleasingVolumeDivider = 3;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::ProcessVehicleOneShots(cVehicleParams *params)
{
	int16 event;
	uint8 emittingVol;
	float relVol;
	float vol;
	bool noReflections;
	float maxDist;
	cPedParams pedParams;

	static uint8 WaveIndex = 41;
	static uint8 GunIndex = 53;
	static uint8 iWheelIndex = 82;
	static uint8 CrunchOffset = 0;

	for(int i = 0; i < m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_AudioEvents; i++) {
		noReflections = 0;
		m_sQueueSample.m_bRequireReflection = false;
		event = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i];
		switch(event) {
		case SOUND_CAR_DOOR_CLOSE_BONNET:
		case SOUND_CAR_DOOR_CLOSE_BUMPER:
		case SOUND_CAR_DOOR_CLOSE_FRONT_LEFT:
		case SOUND_CAR_DOOR_CLOSE_FRONT_RIGHT:
		case SOUND_CAR_DOOR_CLOSE_BACK_LEFT:
		case SOUND_CAR_DOOR_CLOSE_BACK_RIGHT:
			maxDist = 2500.f;
			emittingVol = m_anRandomTable[2] % 5 + 122;
			switch(CarSounds[params->m_nIndex].m_bDoorType) {
			case 0: m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_CLOSE; break;
			case 2: m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_CLOSE; break;
			case 3: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break;
			default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_CLOSE; break;
			}
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter =
			    m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 22;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 50.0f;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_CAR_DOOR_OPEN_BONNET:
		case SOUND_CAR_DOOR_OPEN_BUMPER:
		case SOUND_CAR_DOOR_OPEN_FRONT_LEFT:
		case SOUND_CAR_DOOR_OPEN_FRONT_RIGHT:
		case SOUND_CAR_DOOR_OPEN_BACK_LEFT:
		case SOUND_CAR_DOOR_OPEN_BACK_RIGHT:
			maxDist = 2500.f;
			emittingVol = m_anRandomTable[1] % 10 + 117;
			switch(CarSounds[params->m_nIndex].m_bDoorType) {
			case 0: m_sQueueSample.m_nSampleIndex = SFX_OLD_CAR_DOOR_OPEN; break;
			case 2: m_sQueueSample.m_nSampleIndex = SFX_TRUCK_DOOR_OPEN; break;
			case 3: m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES; break;
			default: m_sQueueSample.m_nSampleIndex = SFX_NEW_CAR_DOOR_OPEN; break;
			}
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter =
			    m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_awAudioEvent[i] + 10;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 50.0f;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_CAR_WINDSHIELD_CRACK:
			maxDist = 900.f;
			m_sQueueSample.m_nSampleIndex = SFX_GLASS_CRACK;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 68;
			emittingVol = m_anRandomTable[1] % 30 + 60;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_GLASS_CRACK);
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			break;
		case SOUND_CAR_JUMP:
			emittingVol = Max(
			    80.f,
			    2 * (100.f *
			         m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i]));
			maxDist = 1225.f;
			m_sQueueSample.m_nSampleIndex = SFX_TYRE_BUMP;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = iWheelIndex++;
			if(iWheelIndex > 85) iWheelIndex = 82;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_TYRE_BUMP);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
			if(params->m_nIndex == 41) {
				m_sQueueSample.m_nFrequency *= 2;
				emittingVol = emittingVol >> 1;
			}
			m_sQueueSample.m_nReleasingVolumeModificator = 6;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = 35.0f;
			break;
		case SOUND_E:
		case SOUND_F:
		case SOUND_STEP_START:
		case SOUND_STEP_END:
		case SOUND_FALL_LAND:
		case SOUND_FALL_COLLAPSE:
		case SOUND_FIGHT_PUNCH_33:
		case SOUND_FIGHT_KICK_34:
		case SOUND_FIGHT_HEADBUTT_35:
		case SOUND_FIGHT_PUNCH_36:
		case SOUND_FIGHT_PUNCH_37:
		case SOUND_FIGHT_CLOSE_PUNCH_38:
		case SOUND_FIGHT_PUNCH_39:
		case SOUND_FIGHT_PUNCH_OR_KICK_BELOW_40:
		case SOUND_FIGHT_PUNCH_41:
		case SOUND_FIGHT_PUNCH_FROM_BEHIND_42:
		case SOUND_FIGHT_KNEE_OR_KICK_43:
		case SOUND_FIGHT_KICK_44:
		case SOUND_WEAPON_BAT_ATTACK:
		case SOUND_WEAPON_RELOAD:
		case SOUND_WEAPON_AK47_BULLET_ECHO:
		case SOUND_WEAPON_UZI_BULLET_ECHO:
		case SOUND_WEAPON_M16_BULLET_ECHO:
		case SOUND_WEAPON_FLAMETHROWER_FIRE:
		case SOUND_WEAPON_SNIPER_SHOT_NO_ZOOM:
		case SOUND_WEAPON_ROCKET_SHOT_NO_ZOOM:
		case SOUND_WEAPON_HIT_PED:
		case SOUND_GARAGE_NO_MONEY:
		case SOUND_GARAGE_BAD_VEHICLE:
		case SOUND_GARAGE_OPENING:
		case SOUND_GARAGE_BOMB_ALREADY_SET:
		case SOUND_GARAGE_BOMB1_SET:
		case SOUND_GARAGE_BOMB2_SET:
		case SOUND_GARAGE_BOMB3_SET:
		case SOUND_40:
		case SOUND_41:
		case SOUND_GARAGE_VEHICLE_DECLINED:
		case SOUND_GARAGE_VEHICLE_ACCEPTED:
		case SOUND_GARAGE_DOOR_CLOSED:
		case SOUND_GARAGE_DOOR_OPENED:
		case SOUND_CRANE_PICKUP:
		case SOUND_PICKUP_WEAPON_BOUGHT:
		case SOUND_PICKUP_WEAPON:
		case SOUND_PICKUP_HEALTH:
		case SOUND_4A:
		case SOUND_4B:
		case SOUND_PICKUP_ADRENALINE:
		case SOUND_PICKUP_ARMOUR:
		case SOUND_PICKUP_BONUS:
		case SOUND_PICKUP_MONEY:
		case SOUND_PICKUP_HIDDEN_PACKAGE:
		case SOUND_PICKUP_PACMAN_PILL:
		case SOUND_PICKUP_PACMAN_PACKAGE:
		case SOUND_PICKUP_FLOAT_PACKAGE:
		case SOUND_RAMPAGE_START:
		case SOUND_RAMPAGE_ONGOING:
		case SOUND_RAMPAGE_PASSED:
		case SOUND_RAMPAGE_FAILED:
		case SOUND_RAMPAGE_KILL:
		case SOUND_RAMPAGE_CAR_BLOWN:
		case SOUND_EVIDENCE_PICKUP:
		case SOUND_UNLOAD_GOLD:
		case SOUND_PAGER:
		case SOUND_PED_DEATH:
		case SOUND_PED_DAMAGE:
		case SOUND_PED_HIT:
		case SOUND_PED_LAND:
		case SOUND_PED_BULLET_HIT:
		case SOUND_PED_BOMBER:
		case SOUND_PED_BURNING:
		case SOUND_PED_ARREST_FBI:
		case SOUND_PED_ARREST_SWAT:
		case SOUND_PED_ARREST_COP:
		case SOUND_PED_HANDS_UP:
		case SOUND_PED_HANDS_COWER:
		case SOUND_PED_FLEE_SPRINT:
		case SOUND_PED_CAR_JACKING:
		case SOUND_PED_MUGGING:
		case SOUND_PED_CAR_JACKED:
		case SOUND_PED_ROBBED:
		case SOUND_PED_TAXI_WAIT:
		case SOUND_PED_ATTACK:
		case SOUND_PED_DEFEND:
		case SOUND_PED_PURSUIT_ARMY:
		case SOUND_PED_PURSUIT_FBI:
		case SOUND_PED_PURSUIT_SWAT:
		case SOUND_PED_PURSUIT_COP:
		case SOUND_PED_HEALING:
		case SOUND_PED_7B:
		case SOUND_PED_LEAVE_VEHICLE:
		case SOUND_PED_EVADE:
		case SOUND_PED_FLEE_RUN:
		case SOUND_PED_CAR_COLLISION:
		case SOUND_PED_SOLICIT:
		case SOUND_PED_EXTINGUISHING_FIRE:
		case SOUND_PED_WAIT_DOUBLEBACK:
		case SOUND_PED_CHAT_SEXY:
		case SOUND_PED_CHAT_EVENT:
		case SOUND_PED_CHAT:
		case SOUND_PED_TAXI_CALL:
		case SOUND_INJURED_PED_MALE_OUCH:
		case SOUND_INJURED_PED_FEMALE:
		case SOUND_8A:
		case SOUND_RACE_START_3:
		case SOUND_RACE_START_2:
		case SOUND_RACE_START_1:
		case SOUND_RACE_START_GO:
		case SOUND_SPLASH: continue;
		case SOUND_CAR_ENGINE_START:
			emittingVol = 60;
			maxDist = 1600.f;
			m_sQueueSample.m_nSampleIndex = SFX_CAR_STARTER;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 33;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_CAR_STARTER);
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_CAR_LIGHT_BREAK:
			m_sQueueSample.m_nSampleIndex = SFX_GLASS_SHARD_1;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 37;
			m_sQueueSample.m_nFrequency =
			    9 * SampleManager.GetSampleBaseFrequency(SFX_GLASS_SHARD_1) / 10;
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = 900.f;
			emittingVol = m_anRandomTable[4] % 10 + 30;
			break;
		case SOUND_CAR_HYDRAULIC_1:
		case SOUND_CAR_HYDRAULIC_2:
			if(event == MOONBEAM) // todo check
				m_sQueueSample.m_nFrequency = 15600;
			else
				m_sQueueSample.m_nFrequency = 13118;
			m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_FAST_MOVE;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 51;
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 35.0f;
			maxDist = 1225.f;
			emittingVol = m_anRandomTable[0] % 15 + 55;
			break;
		case SOUND_CAR_HYDRAULIC_3:
			m_sQueueSample.m_nSampleIndex = SFX_SUSPENSION_SLOW_MOVE_LOOP;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 86;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_SUSPENSION_SLOW_MOVE_LOOP);
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 35.0f;
			m_sQueueSample.m_nReleasingVolumeDivider = 7;
			noReflections = true;
			maxDist = 1225.f;
			emittingVol = m_anRandomTable[0] % 15 + 55;
			break;
		case SOUND_CAR_JERK:
			m_sQueueSample.m_nSampleIndex = SFX_SHAG_SUSPENSION;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 87;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_SHAG_SUSPENSION);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 3);
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 35.0f;
			maxDist = 1225.f;
			emittingVol = m_anRandomTable[1] % 15 + 55;
			break;
		case SOUND_CAR_SPLASH:
			vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
			if(vol <= 300.f) continue;
			if(vol > 1200.f)
				m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] =
				    1200.0f;
			relVol = (m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i] -
			          300.f) /
			         900.f;
			m_sQueueSample.m_nSampleIndex =
			    (m_anRandomTable[0] & 1) + SFX_BOAT_SPLASH_1;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = WaveIndex++;
			if(WaveIndex > 46) WaveIndex = 41;
			m_sQueueSample.m_nFrequency = (7000.f * relVol) + 6000;
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			emittingVol = (55.f * relVol);
			maxDist = 1600.f;
			break;
		case SOUND_17:
			m_sQueueSample.m_nSampleIndex = SFX_POLICE_BOAT_THUMB_OFF;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 47;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_POLICE_BOAT_THUMB_OFF) +
			    RandomDisplacement(600);
			m_sQueueSample.m_nReleasingVolumeModificator = 2;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 50.0f;
			emittingVol =
			    m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
			maxDist = 2500.f;
			break;
		case SOUND_18:
		case SOUND_19:
			m_sQueueSample.m_nSampleIndex = SFX_AIR_BRAKES;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 59;
			m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 11025;
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 5.0f;
			m_sQueueSample.m_fSoundIntensity = 35.0f;
			maxDist = 1225.f;
			emittingVol = m_anRandomTable[1] % 20 + 70;
			break;
		case SOUND_CAR_TANK_TURRET_ROTATE:
			vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
			if(vol > 0.038400002f) vol = 0.038400002f;
			m_sQueueSample.m_nSampleIndex = SFX_TANK_TURRET;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 79;
			m_sQueueSample.m_nFrequency = (3000.f * vol * 26.041666f) + 9000;
			m_sQueueSample.m_nReleasingVolumeModificator = 2;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			emittingVol = (37.f * vol * 26.041666f) + 90;
			maxDist = 1600.f;
			noReflections = true;
			break;
		case SOUND_CAR_BOMB_TICK:
			m_sQueueSample.m_nSampleIndex = SFX_BOMB_BEEP;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 80;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_BOMB_BEEP);
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 30.0f;
			maxDist = 900.f;
			m_sQueueSample.m_bRequireReflection = true;
			emittingVol = 60;
			break;
		case SOUND_PLANE_ON_GROUND:
			m_sQueueSample.m_nSampleIndex = SFX_JUMBO_LAND_WHEELS;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 81;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_JUMBO_LAND_WHEELS);
			m_sQueueSample.m_nReleasingVolumeModificator = 2;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 180.0f;
			maxDist = 32400.f;
			emittingVol = m_anRandomTable[4] % 25 + 75;
			break;
		case SOUND_WEAPON_SHOT_FIRED:
			emittingVol = m_anRandomTable[2];
			maxDist = 14400.f;
			m_sQueueSample.m_nSampleIndex = SFX_UZI_LEFT;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = GunIndex++;
			emittingVol = emittingVol % 15 + 65;
			if(GunIndex > 58) GunIndex = 53;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_UZI_LEFT);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 4);
			m_sQueueSample.m_nReleasingVolumeModificator = 3;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 120.0f;
			break;
		case SOUND_WEAPON_HIT_VEHICLE:
			m_sQueueSample.m_nSampleIndex =
			    m_anRandomTable[m_sQueueSample.m_nEntityIndex %
			                    ARRAY_SIZE(m_anRandomTable)] %
			        6 +
			    SFX_BULLET_CAR_1;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 34;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nFrequency +=
			    RandomDisplacement(m_sQueueSample.m_nFrequency >> 5);
			m_sQueueSample.m_nReleasingVolumeModificator = 7;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			maxDist = 1600.f;
			emittingVol = m_anRandomTable[3] % 20 + 90;
			break;
		case SOUND_BOMB_TIMED_ACTIVATED:
		case SOUND_55:
		case SOUND_BOMB_ONIGNITION_ACTIVATED:
		case SOUND_BOMB_TICK:
			m_sQueueSample.m_nSampleIndex = SFX_ARM_BOMB;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 36;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_ARM_BOMB);
			m_sQueueSample.m_nReleasingVolumeModificator = 0;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 50.0f;
			m_sQueueSample.m_bRequireReflection = true;
			emittingVol = 50;
			maxDist = 2500.f;
			break;
		case SOUND_PED_HELI_PLAYER_FOUND:
			pedParams.m_pPed = 0;
			pedParams.m_bDistanceCalculated = 0;
			pedParams.m_fDistance = 0.0f;
			pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
			pedParams.m_fDistance = params->m_fDistance;
			SetupPedComments(&pedParams, SOUND_PED_HELI_PLAYER_FOUND);
			continue;
		case SOUND_PED_BODYCAST_HIT:
			pedParams.m_pPed = 0;
			pedParams.m_bDistanceCalculated = 0;
			pedParams.m_fDistance = 0.0f;
			pedParams.m_bDistanceCalculated = params->m_bDistanceCalculated;
			pedParams.m_fDistance = params->m_fDistance;
			SetupPedComments(&pedParams, SOUND_PED_BODYCAST_HIT);
			continue;
		case SOUND_WATER_FALL:
			m_sQueueSample.m_nSampleIndex = SFX_SPLASH_1;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 15;
			m_sQueueSample.m_nFrequency = RandomDisplacement(1000) + 16000;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			maxDist = 1600.f;
			m_sQueueSample.m_bRequireReflection = true;
			emittingVol = m_anRandomTable[4] % 20 + 90;
			break;
		case SOUND_SPLATTER:
			m_sQueueSample.m_nSampleIndex = CrunchOffset + SFX_PED_CRUNCH_1;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 48;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_PED_CRUNCH_1) +
			    RandomDisplacement(600);
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			++CrunchOffset;
			maxDist = 1600.f;
			emittingVol = m_anRandomTable[4] % 20 + 55;
			CrunchOffset &= 1u;
			m_sQueueSample.m_bRequireReflection = true;
			break;
		case SOUND_CAR_PED_COLLISION:
			vol = m_asAudioEntities[m_sQueueSample.m_nEntityIndex].m_afVolume[i];
			if(20.f < vol) vol = 20.f;
			emittingVol = (vol * 0.05f * 127.f);
			if(!emittingVol) continue;

			m_sQueueSample.m_nSampleIndex = (m_anRandomTable[2] & 3) + SFX_FIGHT_1;
			m_sQueueSample.m_bBankIndex = 0;
			m_sQueueSample.m_nCounter = 50;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex) >>
			    1;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_fSpeedMultiplier = 0.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			maxDist = 1600.f;
			break;
		}
		if(params->m_fDistance < maxDist) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			m_sQueueSample.m_bVolume =
			    ComputeVolume(emittingVol, m_sQueueSample.m_fSoundIntensity,
			                  m_sQueueSample.m_fDistance);
			if(m_sQueueSample.m_bVolume) {
				if(noReflections) {
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bReleasingSoundFlag = 0;
				} else {
					m_sQueueSample.m_nLoopCount = 1;
					m_sQueueSample.m_bReleasingSoundFlag = 1;
				}
				m_sQueueSample.m_nLoopStart =
				    SampleManager.GetSampleLoopStartOffset(
				        m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(
				    m_sQueueSample.m_nSampleIndex);
				m_sQueueSample.m_bEmittingVolume = emittingVol;
				m_sQueueSample.m_bReverbFlag = 1;
				m_sQueueSample.m_bIs2D = false;
				AddSampleToRequestedQueue();
			}
		}
	}
}

bool
cAudioManager::ProcessVehicleReverseWarning(cVehicleParams *params)
{
	CVehicle *veh = params->m_pVehicle;

	if(params->m_fDistance >= 2500.f) return false;

	if(veh->bEngineOn && veh->m_fGasPedal < 0.0f) {
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		m_sQueueSample.m_bVolume = ComputeVolume(60, 50.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 12;
			m_sQueueSample.m_nSampleIndex = SFX_REVERSE_WARNING;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 2;
			m_sQueueSample.m_nFrequency =
			    (100 * m_sQueueSample.m_nEntityIndex & 1023) +
			    SampleManager.GetSampleBaseFrequency(SFX_REVERSE_WARNING);
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = 60;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 3.0f;
			m_sQueueSample.m_fSoundIntensity = 50.0f;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
	return true;
}

bool
cAudioManager::ProcessVehicleRoadNoise(cVehicleParams *params)
{
	int32 emittingVol;
	uint32 freq;
	float modificator;
	int sampleFreq;
	float velocity;

	if(params->m_fDistance >= 9025.f) return false;
	if(params->m_pTransmission) {
		if(params->m_pVehicle->m_vecMoveSpeed.z) {
			velocity = Abs(params->m_fVelocityChange);
			if(velocity > 0.0f) {
				CalculateDistance(params->m_bDistanceCalculated,
				                  params->m_fDistance);
				emittingVol =
				    30.f *
				    Min(1.f,
				        velocity / (0.5f * params->m_pTransmission->fMaxVelocity));
				m_sQueueSample.m_bVolume =
				    ComputeVolume(emittingVol, 95.f, m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_nCounter = 0;
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nReleasingVolumeModificator = 3;
					if(params->m_pVehicle->m_nSurfaceTouched ==
					   SURFACE_PUDDLE) {
						m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
						freq = 6050 * emittingVol / 30 + 16000;
					} else {
						m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
						modificator = m_sQueueSample.m_fDistance / 190.f;
						sampleFreq = SampleManager.GetSampleBaseFrequency(
						    SFX_ROAD_NOISE);
						freq = (sampleFreq * modificator) +
						       ((3 * sampleFreq) >> 2);
					}
					m_sQueueSample.m_nFrequency = freq;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bEmittingVolume = emittingVol;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_fSpeedMultiplier = 6.0f;
					m_sQueueSample.m_fSoundIntensity = 95.0f;
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_nReleasingVolumeDivider = 4;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
	return true;
}

void
cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
{
	if(params->m_fDistance < 12100.f) {
		CVehicle *veh = params->m_pVehicle;
		if(veh->m_bSirenOrAlarm == 0 && veh->m_nAlarmState <= 0) return;

#ifdef FIX_BUGS
		if (params->m_pVehicle->m_status == STATUS_WRECKED) return;
#endif
		CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
		m_sQueueSample.m_bVolume = ComputeVolume(80, 110.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 5;
			if(UsesSiren(params->m_nIndex)) {
				if(params->m_pVehicle->m_status == STATUS_ABANDONED) return;
				if(veh->m_nCarHornTimer && params->m_nIndex != FIRETRUK) {
					m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST;
					if(params->m_nIndex == FBICAR)
						m_sQueueSample.m_nFrequency = 16113;
					else
						m_sQueueSample.m_nFrequency =
						    SampleManager.GetSampleBaseFrequency(
						        SFX_SIREN_FAST);
					m_sQueueSample.m_nCounter = 60;
				} else {
					m_sQueueSample.m_nSampleIndex =
					    CarSounds[params->m_nIndex].m_nSirenOrAlarmSample;
					m_sQueueSample.m_nFrequency =
					    CarSounds[params->m_nIndex].m_nSirenOrAlarmFrequency;
				}
			} else {
				m_sQueueSample.m_nSampleIndex =
				    CarSounds[params->m_nIndex].m_nSirenOrAlarmSample;
				m_sQueueSample.m_nFrequency =
				    CarSounds[params->m_nIndex].m_nSirenOrAlarmFrequency;
			}
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 1;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = 80;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 7.0f;
			m_sQueueSample.m_fSoundIntensity = 110.0f;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 5;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
			return;
		}
	}
}

void
cAudioManager::ProcessVehicleSkidding(cVehicleParams *params)
{
	CAutomobile *automobile;
	cTransmission *transmission;
	int32 emittingVol;
	float newSkidVal = 0.f;
	float skidVal = 0.f;

	if(params->m_fDistance >= 1600.f) return;
	automobile = (CAutomobile *)params->m_pVehicle;
	if(!automobile->m_nWheelsOnGround) return;
	CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
	for(int32 i = 0; i < ARRAY_SIZE(automobile->m_aWheelState); i++) {
		if(!automobile->m_aWheelState[i] ||
		   automobile->Damage.GetWheelStatus(i) == WHEEL_STATUS_MISSING)
			continue;
		transmission = params->m_pTransmission;
		if(transmission->nDriveType == '4') {
			newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission,
			                                           params->m_fVelocityChange);
			if(newSkidVal > skidVal) skidVal = newSkidVal;
			continue;
		}
		if(transmission->nDriveType != 'F') {
			if(transmission->nDriveType != 'R') {
				if(newSkidVal > skidVal) skidVal = newSkidVal;
				continue;
			}
			if(i != 1 && i != 3) {
				newSkidVal = GetVehicleNonDriveWheelSkidValue(
				    i, automobile, transmission, params->m_fVelocityChange);
				if(newSkidVal > skidVal) skidVal = newSkidVal;
				continue;
			}
			newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission,
			                                           params->m_fVelocityChange);
			if(newSkidVal > skidVal) skidVal = newSkidVal;
			continue;
		}
		if(i == 0 || i == 2) {
			newSkidVal = GetVehicleDriveWheelSkidValue(i, automobile, transmission,
			                                           params->m_fVelocityChange);
			if(newSkidVal > skidVal) skidVal = newSkidVal;
			continue;
		}
		newSkidVal = GetVehicleNonDriveWheelSkidValue(i, automobile, transmission,
		                                              params->m_fVelocityChange);
		if(newSkidVal > skidVal) skidVal = newSkidVal;
	}

	if(skidVal > 0.0f) {
		emittingVol = 50.f * skidVal;
		m_sQueueSample.m_bVolume =
		    ComputeVolume(emittingVol, 40.f, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nCounter = 3;
			switch(params->m_pVehicle->m_nSurfaceTouched) {
			case SURFACE_GRASS:
			case SURFACE_HEDGE:
				m_sQueueSample.m_nSampleIndex = SFX_RAIN;
				emittingVol /= 4;
				m_sQueueSample.m_nFrequency = 13000.f * skidVal + 35000.f;
				m_sQueueSample.m_bVolume /= 4;
				break;
			case SURFACE_DIRT:
			case SURFACE_DIRTTRACK:
			case SURFACE_SAND:
			case SURFACE_PUDDLE:
				m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
				m_sQueueSample.m_nFrequency = 6000.f * skidVal + 10000.f;
				break;

			default:
				m_sQueueSample.m_nSampleIndex = SFX_SKID;
				m_sQueueSample.m_nFrequency = 5000.f * skidVal + 11000.f;
				break;
			}

			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 8;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bEmittingVolume = emittingVol;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_fSpeedMultiplier = 3.0f;
			m_sQueueSample.m_fSoundIntensity = 40.0f;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeDivider = 3;
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

void cAudioManager::ProcessWaterCannon(int32)
{
	for(int32 i = 0; i < NUM_WATERCANNONS; i++) {
		if(CWaterCannons::aCannons[i].m_nId) {
			m_sQueueSample.m_vecPos =
			    CWaterCannons::aCannons[0].m_avecPos[CWaterCannons::aCannons[i].m_nCur];
			float distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
			if(distSquared < 900.f) {
				m_sQueueSample.m_fDistance = Sqrt(distSquared);
				m_sQueueSample.m_bVolume =
				    ComputeVolume(50, m_sQueueSample.m_fSoundIntensity,
				                  m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_fSoundIntensity = 900.0f;
					m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
					m_sQueueSample.m_nFrequency = 15591;
					m_sQueueSample.m_nReleasingVolumeModificator = 5;
					m_sQueueSample.m_nCounter = i;
					m_sQueueSample.m_fSpeedMultiplier = 2.0f;
					m_sQueueSample.m_nReleasingVolumeDivider = 8;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_bEmittingVolume = 50;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
}

void
cAudioManager::ProcessWeather(int32 id)
{
	uint8 vol;
	static uint8 counter = 0;

	if(m_asAudioEntities[id].m_AudioEvents &&
	   m_asAudioEntities[id].m_awAudioEvent[0] == SOUND_LIGHTNING) {
		if(m_asAudioEntities[id].m_afVolume[0] >= 10.f) {
			m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_1;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
			vol = (m_asAudioEntities[id].m_afVolume[0] - 10.f) + 40;
		} else {
			m_sQueueSample.m_nSampleIndex = SFX_EXPLOSION_2;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency = RandomDisplacement(500) + 4000;
			vol = (m_asAudioEntities[id].m_afVolume[0]) + 35;
		}
		m_sQueueSample.m_bVolume = vol;
		if(TheCamera.SoundDistUp < 20.f) m_sQueueSample.m_bVolume >>= 1;
		if(counter == 4) counter = 0;
		m_sQueueSample.m_nCounter = counter++;
		m_sQueueSample.m_nReleasingVolumeModificator = 0;
		m_sQueueSample.m_bOffset = (m_anRandomTable[2] & 15) + 55;
		m_sQueueSample.m_bIs2D = true;
		m_sQueueSample.m_nLoopCount = 1;
		m_sQueueSample.m_bReleasingSoundFlag = true;
		m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
		m_sQueueSample.m_nLoopStart = 0;
		m_sQueueSample.m_nLoopEnd = -1;
		m_sQueueSample.m_bReverbFlag = false;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}
	if(CWeather::Rain > 0.0f && (!CCullZones::CamNoRain() || !CCullZones::PlayerNoRain())) {
		m_sQueueSample.m_nSampleIndex = SFX_RAIN;
		m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_RAIN);
		m_sQueueSample.m_bVolume = (int32)(25.f * CWeather::Rain);
		m_sQueueSample.m_nCounter = 4;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_nReleasingVolumeModificator = 0;
		m_sQueueSample.m_bOffset = 63;
		m_sQueueSample.m_bIs2D = true;
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_nReleasingVolumeDivider = 30;
		m_sQueueSample.m_bReverbFlag = false;
		m_sQueueSample.m_bEmittingVolume = m_sQueueSample.m_bVolume;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}
}

bool
cAudioManager::ProcessWetRoadNoise(cVehicleParams *params)
{
	float relativeVelocity;
	int32 emittingVol;
	float modificator;
	int freq;
	float velChange;

	if(params->m_fDistance >= 900.f) return false;
	if(params->m_pTransmission) {
		if(params->m_pVehicle->m_vecMoveSpeed.z) {
			velChange = Abs(params->m_fVelocityChange);
			if(velChange > 0.f) {
				CalculateDistance(params->m_bDistanceCalculated,
				                  params->m_fDistance);
				relativeVelocity =
				    Min(1.0f,
				        velChange / (0.5f * params->m_pTransmission->fMaxVelocity));
				emittingVol = 23.0f * relativeVelocity * CWeather::WetRoads;
				m_sQueueSample.m_bVolume =
				    ComputeVolume(emittingVol, 30.f, m_sQueueSample.m_fDistance);
				if(m_sQueueSample.m_bVolume) {
					m_sQueueSample.m_nCounter = 1;
					m_sQueueSample.m_nSampleIndex = SFX_ROAD_NOISE;
					m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
					m_sQueueSample.m_bIs2D = false;
					m_sQueueSample.m_nReleasingVolumeModificator = 3;
					modificator = m_sQueueSample.m_fDistance / 6.f;
					freq = SampleManager.GetSampleBaseFrequency(SFX_ROAD_NOISE);
					m_sQueueSample.m_nFrequency = freq + freq * modificator;
					m_sQueueSample.m_nLoopCount = 0;
					m_sQueueSample.m_bEmittingVolume = emittingVol;
					m_sQueueSample.m_nLoopStart =
					    SampleManager.GetSampleLoopStartOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_nLoopEnd =
					    SampleManager.GetSampleLoopEndOffset(
					        m_sQueueSample.m_nSampleIndex);
					m_sQueueSample.m_fSpeedMultiplier = 6.0f;
					m_sQueueSample.m_fSoundIntensity = 30.0f;
					m_sQueueSample.m_bReleasingSoundFlag = false;
					m_sQueueSample.m_nReleasingVolumeDivider = 4;
					m_sQueueSample.m_bReverbFlag = true;
					m_sQueueSample.m_bRequireReflection = false;
					AddSampleToRequestedQueue();
				}
			}
		}
	}
	return true;
}

void
cAudioManager::ProcessWorkShopScriptObject(uint8 sound)
{
	float distSquared;

	switch(sound) {
	case SCRIPT_SOUND_WORK_SHOP_LOOP_S:
	case SCRIPT_SOUND_WORK_SHOP_LOOP_L: m_sQueueSample.m_fSoundIntensity = 20.0f; break;
	default: return;
	}
	distSquared = GetDistanceSquared(&m_sQueueSample.m_vecPos);
	if(distSquared < SQR(m_sQueueSample.m_fSoundIntensity)) {
		m_sQueueSample.m_fDistance = Sqrt(distSquared);
		m_sQueueSample.m_bVolume =
		    ComputeVolume(30, m_sQueueSample.m_fSoundIntensity, m_sQueueSample.m_fDistance);
		if(m_sQueueSample.m_bVolume) {
			m_sQueueSample.m_nSampleIndex = SFX_WORKSHOP_1;
			m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
			m_sQueueSample.m_nFrequency =
			    SampleManager.GetSampleBaseFrequency(SFX_WORKSHOP_1);
			m_sQueueSample.m_nCounter = 0;
			m_sQueueSample.m_bIs2D = false;
			m_sQueueSample.m_nLoopCount = 0;
			m_sQueueSample.m_bReleasingSoundFlag = false;
			m_sQueueSample.m_nReleasingVolumeModificator = 5;
			m_sQueueSample.m_fSpeedMultiplier = 2.0f;
			m_sQueueSample.m_bEmittingVolume = 30;
			m_sQueueSample.m_nLoopStart =
			    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_nLoopEnd =
			    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
			m_sQueueSample.m_bReverbFlag = true;
			m_sQueueSample.m_bRequireReflection = false;
			AddSampleToRequestedQueue();
		}
	}
}

int32
cAudioManager::RandomDisplacement(uint32 seed) const
{
	int32 value;

	static bool bIsEven = true;
	static uint32 base = 0;

	if(!seed) return 0;

	value = m_anRandomTable[(base + seed) % 5] % seed;
	base += value;

	if(value % 2) { bIsEven = !bIsEven; }
	if(!bIsEven) value = -value;
	return value;
}

void
cAudioManager::ReacquireDigitalHandle() const
{
	if(m_bIsInitialised) { SampleManager.ReacquireDigitalHandle(); }
}

void
cAudioManager::ReleaseDigitalHandle() const
{
	if(m_bIsInitialised) { SampleManager.ReleaseDigitalHandle(); }
}

void
cAudioManager::ResetAudioLogicTimers(uint32 timer)
{
	gPornNextTime = timer;
	gNextCryTime = timer;
	gSawMillNextTime = timer;
	gCellNextTime = timer;
	gShopNextTime = timer;
	gHomeNextTime = timer;
	gAirportNextTime = timer;
	gDocksNextTime = timer;
	gCinemaNextTime = timer;
	for(int32 i = 0; i < m_nAudioEntitiesTotal; i++) {
		if(m_asAudioEntities[m_anAudioEntityIndices[i]].m_nType == AUDIOTYPE_PHYSICAL) {
			CPed *ped = (CPed *)m_asAudioEntities[m_anAudioEntityIndices[i]].m_pEntity;
			if(ped->IsPed()) {
				ped->m_lastSoundStart = timer;
				ped->m_soundStart = timer + m_anRandomTable[0] % 3000;
			}
		}
	}
	ClearMissionAudio();
	SampleManager.StopChannel(policeChannel);
}

void
cAudioManager::ResetTimers(uint32 time)
{
	if(m_bIsInitialised) {
		m_bTimerJustReset = 1;
		m_nTimer = time;
		ClearRequestedQueue();
		if(m_bActiveSampleQueue) {
			m_bActiveSampleQueue = 0;
			ClearRequestedQueue();
			m_bActiveSampleQueue = 1;
		} else {
			m_bActiveSampleQueue = 1;
			ClearRequestedQueue();
			m_bActiveSampleQueue = 0;
		}
		ClearActiveSamples();
		ClearMissionAudio();
		SampleManager.StopChannel(policeChannel);
		SampleManager.SetEffectsFadeVolume(0);
		SampleManager.SetMusicFadeVolume(0);
		MusicManager.ResetMusicAfterReload();
#ifdef OPENAL
		SampleManager.Service();
#endif
	}
}

void
cAudioManager::Service()
{
	GenerateIntegerRandomNumberTable();
	if(m_bTimerJustReset) {
		ResetAudioLogicTimers(m_nTimer);
		MusicManager.ResetTimers(m_nTimer);
		m_bTimerJustReset = 0;
	}
	if(m_bIsInitialised) {
		m_bPreviousUserPause = m_bUserPause;
		m_bUserPause = CTimer::GetIsUserPaused();
		UpdateReflections();
		ServiceSoundEffects();
		MusicManager.Service();
	}
}

void
cAudioManager::ServiceSoundEffects()
{
	if(m_FrameCounter++ % 5)
		m_bFifthFrameFlag = false;
	else
		m_bFifthFrameFlag = true;
	if(m_bUserPause && !m_bPreviousUserPause) {
		for(int32 i = 0; i < allChannels; i++) SampleManager.StopChannel(i);

		ClearRequestedQueue();
		if(m_bActiveSampleQueue) {
			m_bActiveSampleQueue = 0;
			ClearRequestedQueue();
			m_bActiveSampleQueue = 1;
		} else {
			m_bActiveSampleQueue = 1;
			ClearRequestedQueue();
			m_bActiveSampleQueue = 0;
		}
		ClearActiveSamples();
	}
	m_bActiveSampleQueue = m_bActiveSampleQueue != 1;
	ProcessReverb();
	ProcessSpecial();
	ClearRequestedQueue();
	InterrogateAudioEntities();
	m_sPedComments.Process();
	ServicePoliceRadio();
	ServiceCollisions();
	AddReleasingSounds();
	ProcessMissionAudio();
	AdjustSamplesVolume();
	ProcessActiveQueues();
#ifdef OPENAL
	SampleManager.Service();
#endif
	for(int32 i = 0; i < m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal; ++i) {
		cAudioScriptObject *object =
		    (cAudioScriptObject *)m_asAudioEntities[m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]]
		        .m_pEntity;
		delete object;
		m_asAudioEntities[m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]].m_pEntity = nil;
		DestroyEntity(m_sAudioScriptObjectManager.m_anScriptObjectEntityIndices[i]);
	}
	m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
}

int8
cAudioManager::SetCurrent3DProvider(uint8 which)
{
	if(!m_bIsInitialised) return -1;
	for(uint8 i = 0; i < m_bActiveSamples + 1; ++i) SampleManager.StopChannel(i);
	ClearRequestedQueue();
	if(m_bActiveSampleQueue)
		m_bActiveSampleQueue = 0;
	else
		m_bActiveSampleQueue = 1;
	ClearRequestedQueue();
	ClearActiveSamples();
	int8 current = SampleManager.SetCurrent3DProvider(which);
	if(current > 0) {
		m_bActiveSamples = SampleManager.GetMaximumSupportedChannels();
		if(m_bActiveSamples > 1) --m_bActiveSamples;
	}
	return current;
}

void
cAudioManager::SetDynamicAcousticModelingStatus(bool status)
{
	m_bDynamicAcousticModelingStatus = status;
}

void
cAudioManager::SetEffectsFadeVolume(uint8 volume) const
{
	SampleManager.SetEffectsFadeVolume(volume);
}

void
cAudioManager::SetEffectsMasterVolume(uint8 volume) const
{
	SampleManager.SetEffectsMasterVolume(volume);
}

void
cAudioManager::SetEntityStatus(int32 id, uint8 status)
{
	if(m_bIsInitialised && id >= 0 && id < totalAudioEntitiesSlots &&
	   m_asAudioEntities[id].m_bIsUsed) {
		m_asAudioEntities[id].m_bStatus = status;
	}
}

void
cAudioManager::SetMissionAudioLocation(float x, float y, float z)
{
	if(m_bIsInitialised) {
		m_sMissionAudio.m_bPredefinedProperties = 0;
		m_sMissionAudio.m_vecPos = {x, y, z};
	}
}

void
cAudioManager::SetMusicFadeVolume(uint8 volume) const
{
	SampleManager.SetMusicFadeVolume(volume);
}

void
cAudioManager::SetMusicMasterVolume(uint8 volume) const
{
	SampleManager.SetMusicMasterVolume(volume);
}

void
cAudioManager::SetSpeakerConfig(int32 conf) const
{
	SampleManager.SetSpeakerConfig(conf);
}

bool
cAudioManager::SetupJumboEngineSound(uint8 vol, int32 freq)
{
	if(m_sQueueSample.m_fDistance >= 180.f) return false;

	uint8 emittingVol = vol - gJumboVolOffsetPercentage / 100;
	m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 180.f, m_sQueueSample.m_fDistance);
	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = 3;
		m_sQueueSample.m_nSampleIndex = SFX_JUMBO_ENGINE;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_nFrequency = freq;
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_bEmittingVolume = emittingVol;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSpeedMultiplier = 4.0f;
		m_sQueueSample.m_fSoundIntensity = 180.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_nReleasingVolumeDivider = 4;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}
	return true;
}

bool
cAudioManager::SetupJumboFlySound(uint8 emittingVol)
{
	if(m_sQueueSample.m_fDistance >= 440.0f) return false;

	int32 vol = ComputeVolume(emittingVol, 440.0f, m_sQueueSample.m_fDistance);
	m_sQueueSample.m_bVolume = vol;
	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nSampleIndex = SFX_JUMBO_DIST_FLY;
		m_sQueueSample.m_nCounter = 0;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_bEmittingVolume = emittingVol;
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_JUMBO_DIST_FLY);
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSoundIntensity = 440.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_fSpeedMultiplier = 4.0f;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_nReleasingVolumeDivider = 5;
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		AddSampleToRequestedQueue();
	}
	return true;
}

bool
cAudioManager::SetupJumboRumbleSound(uint8 emittingVol)
{
	if(m_sQueueSample.m_fDistance >= 240.f) return false;

	m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 240.f, m_sQueueSample.m_fDistance);

	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = 5;
		m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = true;
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_nFrequency =
		    SampleManager.GetSampleBaseFrequency(SFX_JUMBO_RUMBLE);
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_bEmittingVolume = emittingVol;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSpeedMultiplier = 4.0f;
		m_sQueueSample.m_fSoundIntensity = 240.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_nReleasingVolumeDivider = 12;
		m_sQueueSample.m_bOffset = 0;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
		m_sQueueSample.m_nCounter = 6;
		m_sQueueSample.m_nSampleIndex = SFX_JUMBO_RUMBLE;
		m_sQueueSample.m_nFrequency += 200;
		m_sQueueSample.m_bOffset = maxVolume;
		AddSampleToRequestedQueue();
	}
	return true;
}

bool
cAudioManager::SetupJumboTaxiSound(uint8 vol)
{
	if(m_sQueueSample.m_fDistance >= 180.f) return false;

	uint8 emittingVol = (vol >> 1) + ((vol >> 1) * m_sQueueSample.m_fDistance / 180);

	if(m_sQueueSample.m_fDistance / 180 < 0.7f)
		emittingVol -= emittingVol * gJumboVolOffsetPercentage / 100;
	m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 180.f, m_sQueueSample.m_fDistance);

	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = 1;
		m_sQueueSample.m_nSampleIndex = SFX_JUMBO_TAXI;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_nFrequency = GetJumboTaxiFreq();
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_bEmittingVolume = emittingVol;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSpeedMultiplier = 4.0f;
		m_sQueueSample.m_fSoundIntensity = 180.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_nReleasingVolumeDivider = 4;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}
	return true;
}

bool
cAudioManager::SetupJumboWhineSound(uint8 emittingVol, int32 freq)
{
	if(m_sQueueSample.m_fDistance >= 170.f) return false;

	m_sQueueSample.m_bVolume = ComputeVolume(emittingVol, 170.f, m_sQueueSample.m_fDistance);

	if(m_sQueueSample.m_bVolume) {
		m_sQueueSample.m_nCounter = 2;
		m_sQueueSample.m_nSampleIndex = SFX_JUMBO_WHINE;
		m_sQueueSample.m_bBankIndex = SAMPLEBANK_MAIN;
		m_sQueueSample.m_bIs2D = false;
		m_sQueueSample.m_nReleasingVolumeModificator = 1;
		m_sQueueSample.m_nFrequency = freq;
		m_sQueueSample.m_nLoopCount = 0;
		m_sQueueSample.m_bEmittingVolume = emittingVol;
		m_sQueueSample.m_nLoopStart =
		    SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_nLoopEnd =
		    SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
		m_sQueueSample.m_fSpeedMultiplier = 4.0f;
		m_sQueueSample.m_fSoundIntensity = 170.0f;
		m_sQueueSample.m_bReleasingSoundFlag = false;
		m_sQueueSample.m_nReleasingVolumeDivider = 4;
		m_sQueueSample.m_bReverbFlag = true;
		m_sQueueSample.m_bRequireReflection = false;
		AddSampleToRequestedQueue();
	}
	return true;
}

void
cAudioManager::SetupPedComments(cPedParams *params, uint32 sound)
{
	CPed *ped = params->m_pPed;
	uint8 emittingVol;
	float soundIntensity;
	tPedComment pedComment;

	if(ped) {
		switch(sound) {
		case SOUND_AMMUNATION_WELCOME_1: pedComment.m_nSampleIndex = SFX_AMMU_D; break;
		case SOUND_AMMUNATION_WELCOME_2: pedComment.m_nSampleIndex = SFX_AMMU_E; break;
		case SOUND_AMMUNATION_WELCOME_3: pedComment.m_nSampleIndex = SFX_AMMU_F; break;
		default:
			pedComment.m_nSampleIndex = GetPedCommentSfx(ped, sound);
			if(pedComment.m_nSampleIndex == NO_SAMPLE) return;
			break;
		}

		soundIntensity = 50.f;

		if(params->m_fDistance < SQR(soundIntensity)) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			if(sound != SOUND_PAGER) {
				switch(sound) {
				case SOUND_AMMUNATION_WELCOME_1:
				case SOUND_AMMUNATION_WELCOME_2:
				case SOUND_AMMUNATION_WELCOME_3: emittingVol = maxVolume; break;
				default:
					if(CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(),
					                                 m_sQueueSample.m_vecPos, 1,
					                                 0, 0, 0, 0, 0, 0)) {
						emittingVol = maxVolume;
					} else {
						emittingVol = 31;
					}
					break;
				}
				m_sQueueSample.m_bVolume = ComputeVolume(
				    emittingVol, soundIntensity, m_sQueueSample.m_fDistance);
				pedComment.m_nProcess = 10;
				if(m_sQueueSample.m_bVolume) {
					pedComment.m_nEntityIndex = m_sQueueSample.m_nEntityIndex;
					pedComment.m_vecPos = m_sQueueSample.m_vecPos;
					pedComment.m_fDistance = m_sQueueSample.m_fDistance;
					pedComment.m_bVolume = m_sQueueSample.m_bVolume;
					m_sPedComments.Add(&pedComment);
				}
			}
		}
	} else {
		switch(sound) {
		case SOUND_PED_HELI_PLAYER_FOUND:
			soundIntensity = 400.f;
			pedComment.m_nSampleIndex =
			    m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % 29 +
			    SFX_POLICE_HELI_1;
			break;
		case SOUND_PED_BODYCAST_HIT:
			if(CTimer::GetTimeInMilliseconds() <= gNextCryTime) return;
			soundIntensity = 50.f;
			gNextCryTime = CTimer::GetTimeInMilliseconds() + 500;
			pedComment.m_nSampleIndex =
			    (m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] & 3) +
			    SFX_PLASTER_BLOKE_1;
			break;
		case SOUND_INJURED_PED_MALE_OUCH:
		case SOUND_8A:
			soundIntensity = 50.f;
			pedComment.m_nSampleIndex =
			    m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % 15 +
			    SFX_GENERIC_MALE_GRUNT_1;
			break;
		case SOUND_INJURED_PED_FEMALE:
			soundIntensity = 50.f;
			pedComment.m_nSampleIndex =
			    m_anRandomTable[m_sQueueSample.m_nEntityIndex & 3] % 11 +
			    SFX_GENERIC_FEMALE_GRUNT_1;
			break;
		default: return;
		}

		if(params->m_fDistance < SQR(soundIntensity)) {
			CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
			if(sound != SOUND_PAGER) {
				switch(sound) {
				case SOUND_AMMUNATION_WELCOME_1:
				case SOUND_AMMUNATION_WELCOME_2:
				case SOUND_AMMUNATION_WELCOME_3: emittingVol = maxVolume; break;
				default:
					if(CWorld::GetIsLineOfSightClear(TheCamera.GetPosition(),
					                                 m_sQueueSample.m_vecPos, 1,
					                                 0, 0, 0, 0, 0, 0)) {
						emittingVol = maxVolume;
					} else {
						emittingVol = 31;
					}
					break;
				}
				m_sQueueSample.m_bVolume = ComputeVolume(
				    emittingVol, soundIntensity, m_sQueueSample.m_fDistance);
				pedComment.m_nProcess = 10;
				if(m_sQueueSample.m_bVolume) {
					pedComment.m_nEntityIndex = m_sQueueSample.m_nEntityIndex;
					pedComment.m_vecPos = m_sQueueSample.m_vecPos;
					pedComment.m_fDistance = m_sQueueSample.m_fDistance;
					pedComment.m_bVolume = m_sQueueSample.m_bVolume;
					m_sPedComments.Add(&pedComment);
				}
			}
		}
	}
}

void
cAudioManager::Terminate()
{
	if(m_bIsInitialised) {
		MusicManager.Terminate();

		for(uint32 i = 0; i < totalAudioEntitiesSlots; i++) {
			m_asAudioEntities[i].m_bIsUsed = false;
			m_anAudioEntityIndices[i] = ARRAY_SIZE(m_anAudioEntityIndices);
		}

		m_nAudioEntitiesTotal = 0;
		m_sAudioScriptObjectManager.m_nScriptObjectEntityTotal = 0;
		PreTerminateGameSpecificShutdown();

		for(uint32 i = 0; i < MAX_SAMPLEBANKS; i++) {
			if(SampleManager.IsSampleBankLoaded(i)) SampleManager.UnloadSampleBank(i);
		}

		SampleManager.Terminate();

		m_bIsInitialised = false;
		PostTerminateGameSpecificShutdown();
	}
}

void
cAudioManager::TranslateEntity(CVector *in, CVector *out) const
{
	*out = MultiplyInverse(TheCamera.GetMatrix(), *in);
}

void
cAudioManager::UpdateGasPedalAudio(CAutomobile *automobile)
{
	float newGasPedalAudio;

	float gasPedal = Abs(automobile->m_fGasPedal);
	float gasPedalAudio = automobile->m_fGasPedalAudio;

	if(gasPedalAudio < gasPedal) {
		newGasPedalAudio = gasPedalAudio + 0.09f;
		if(gasPedal <= newGasPedalAudio) newGasPedalAudio = gasPedal;
	} else {
		newGasPedalAudio = gasPedalAudio - 0.07f;
		if(gasPedal >= newGasPedalAudio) newGasPedalAudio = gasPedal;
	}
	automobile->m_fGasPedalAudio = newGasPedalAudio;
}

void
cAudioManager::UpdateReflections()
{
	const CVector &camPos = TheCamera.GetPosition();
	CColPoint colpoint;
	CEntity *ent;

	if(m_FrameCounter & 7) {
		if(((uint8)m_FrameCounter + 1) & 7) {
			if(((uint8)m_FrameCounter + 2) & 7) {
				if(((uint8)m_FrameCounter + 3) & 7) {
					if(!(((uint8)m_FrameCounter + 4) & 7)) {
						m_avecReflectionsPos[4] = camPos;
						m_avecReflectionsPos[4].z += 50.f;
						if(CWorld::ProcessVerticalLine(
						       camPos, m_avecReflectionsPos[4].z, colpoint,
						       ent, true, false, false, false, true, false,
						       nil)) {
							m_afReflectionsDistances[4] =
							    colpoint.point.z - camPos.z;
						} else {
							m_afReflectionsDistances[4] = 50.0f;
						}
					}
				} else {
					m_avecReflectionsPos[3] = camPos;
					m_avecReflectionsPos[3].x += 50.f;
					if(CWorld::ProcessLineOfSight(
					       camPos, m_avecReflectionsPos[3], colpoint, ent, true,
					       false, false, true, false, true, true)) {
						m_afReflectionsDistances[3] =
						    Distance(camPos, colpoint.point);
					} else {
						m_afReflectionsDistances[3] = 50.0f;
					}
				}
			} else {
				m_avecReflectionsPos[2] = camPos;
				m_avecReflectionsPos[2].x -= 50.f;
				if(CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[2],
				                              colpoint, ent, true, false, false,
				                              true, false, true, true)) {
					m_afReflectionsDistances[2] =
					    Distance(camPos, colpoint.point);
				} else {
					m_afReflectionsDistances[2] = 50.0f;
				}
			}
		} else {
			m_avecReflectionsPos[1] = camPos;
			m_avecReflectionsPos[1].y -= 50.f;
			if(CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[1], colpoint,
			                              ent, true, false, false, true, false, true,
			                              true)) {
				m_afReflectionsDistances[1] = Distance(camPos, colpoint.point);
			} else {
				m_afReflectionsDistances[1] = 50.0f;
			}
		}
	} else {
		m_avecReflectionsPos[0] = camPos;
		m_avecReflectionsPos[0].y += 50.f;
		if(CWorld::ProcessLineOfSight(camPos, m_avecReflectionsPos[0], colpoint, ent, true,
		                              false, false, true, false, true, true)) {
			m_afReflectionsDistances[0] = Distance(camPos, colpoint.point);
		} else {
			m_afReflectionsDistances[0] = 50.0f;
		}
	}
}

bool
cAudioManager::UsesReverseWarning(int32 model) const
{
	return model == LINERUN || model == FIRETRUK || model == TRASH || model == BUS ||
	       model == COACH;
}

bool
cAudioManager::UsesSiren(int32 model) const
{
	switch(model) {
	case FIRETRUK:
	case AMBULAN:
	case FBICAR:
	case POLICE:
	case ENFORCER:
	case PREDATOR: return true;
	default: return false;
	}
}

bool
cAudioManager::UsesSirenSwitching(int32 model) const
{
	switch(model) {
	case AMBULAN:
	case POLICE:
	case ENFORCER:
	case PREDATOR: return true;
	default: return false;
	}
}

void
cAudioManager::AdjustSamplesVolume()
{
	for(int i = 0; i < m_bSampleRequestQueuesStatus[m_bActiveSampleQueue]; i++) {
		tSound *pSample =
		    &m_asSamples[m_bActiveSampleQueue]
		                [m_abSampleQueueIndexTable[m_bActiveSampleQueue][i] + 1];

		if(!pSample->m_bIs2D)
			pSample->m_bEmittingVolume =
			    ComputeEmittingVolume(pSample->m_bEmittingVolume,
			                          pSample->m_fSoundIntensity, pSample->m_fDistance);
	}
}

uint8
cAudioManager::ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist)
{
	float quatIntensity = intensity / 4.0f;
	float diffIntensity = intensity - quatIntensity;
	if(dist > diffIntensity)
		return (quatIntensity - (dist - diffIntensity)) * (float)emittingVolume /
		       quatIntensity;
	return emittingVolume;
}