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SetChannelLoopCount is not on PS2
# Conflicts: # src/audio/AudioManager.cpp
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@@ -2513,9 +2513,7 @@ PlayCruising:
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#else
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if (!SampleManager.InitialiseChannel(CHANNEL_PLAYER_VEHICLE_ENGINE, soundOffset + SFX_CAR_ACCEL_1, SFX_BANK_0))
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return;
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#endif
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SampleManager.SetChannelLoopCount(CHANNEL_PLAYER_VEHICLE_ENGINE, 1);
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(CHANNEL_PLAYER_VEHICLE_ENGINE, 0, -1);
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#endif
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}
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@@ -1301,8 +1301,8 @@ cAudioManager::ProcessActiveQueues()
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#endif
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopPoints(k, m_asActiveSamples[k].m_nLoopStart, m_asActiveSamples[k].m_nLoopEnd);
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#endif
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SampleManager.SetChannelLoopCount(k, m_asActiveSamples[k].m_nLoopCount);
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#endif
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#if !defined(GTA_PS2) || defined(AUDIO_REVERB)
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SampleManager.SetChannelReverbFlag(k, m_asActiveSamples[k].m_bReverb);
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#endif
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@@ -243,8 +243,8 @@ cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
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#endif
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SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
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SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
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SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
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#ifndef GTA_PS2
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SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
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SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
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#endif
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SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
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