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feat(audio): batch 12 of native updates (#1008)
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* feat(audio): batch 12 of native updates

* Update ReleaseWeaponAudio.md

Re-add old nativedb introduced comment.

---------

Co-authored-by: ammonia-cfx <[email protected]>
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AvarianKnight and 4mmonium authored Feb 20, 2024
1 parent 535599d commit 0a2e2fe
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11 changes: 0 additions & 11 deletions AUDIO/N_0x5d2bfaab8d956e0e.md

This file was deleted.

7 changes: 4 additions & 3 deletions AUDIO/PrepareSynchronizedAudioEventForScene.md
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```c
// 0x029FE7CD1B7E2E75 0x7652DD49
BOOL PREPARE_SYNCHRONIZED_AUDIO_EVENT_FOR_SCENE(Any p0, Any* p1);
BOOL PREPARE_SYNCHRONIZED_AUDIO_EVENT_FOR_SCENE(int sceneId, cs_type(AnyPtr) char* audioEvent);
```
## Parameters
* **p0**:
* **p1**:
* **sceneId**:
* **audioEvent**:
## Return value
Returns true if prepared, false otherwise
9 changes: 5 additions & 4 deletions AUDIO/RecordBrokenGlass.md
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Expand Up @@ -9,10 +9,11 @@ aliases: ["0xFBE20329593DEC9D"]
void RECORD_BROKEN_GLASS(float x, float y, float z, float radius);
```
Creates a broken glass area
## Parameters
* **x**:
* **y**:
* **z**:
* **radius**:
* **x**:
* **y**:
* **z**:
* **radius**:
12 changes: 12 additions & 0 deletions AUDIO/RefreshClosestOceanShoreline.md
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---
ns: AUDIO
aliases: ["0x5D2BFAAB8D956E0E"]
---
## REFRESH_CLOSEST_OCEAN_SHORELINE

```c
// 0x5D2BFAAB8D956E0E
void REFRESH_CLOSEST_OCEAN_SHORELINE();
```

Refreshes the closest shoreline using the nearest road position.
4 changes: 2 additions & 2 deletions AUDIO/RegisterScriptWithAudio.md
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```c
// 0xC6ED9D5092438D91 0xA6203643
void REGISTER_SCRIPT_WITH_AUDIO(int p0);
void REGISTER_SCRIPT_WITH_AUDIO(cs_type(int) BOOL inChargeOfAudio);
```
**This native does absolutely nothing, just a nullsub**
## Parameters
* **p0**:
* **inChargeOfAudio**:
2 changes: 1 addition & 1 deletion AUDIO/ReleaseAmbientAudioBank.md
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void RELEASE_AMBIENT_AUDIO_BANK();
```


This native has been marked as deprecated internally, please use [RELEASE_SCRIPT_AUDIO_BANK](#_0x7A2D8AD0A9EB9C3F) instead.
2 changes: 1 addition & 1 deletion AUDIO/ReleaseMissionAudioBank.md
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void RELEASE_MISSION_AUDIO_BANK();
```


This native has been marked as deprecated internally, please use [RELEASE_SCRIPT_AUDIO_BANK](#_0x7A2D8AD0A9EB9C3F) instead.
3 changes: 2 additions & 1 deletion AUDIO/ReleaseNamedScriptAudioBank.md
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void RELEASE_NAMED_SCRIPT_AUDIO_BANK(char* audioBank);
```
Unloads the specified audioBank
## Parameters
* **audioBank**:
* **audioBank**:
2 changes: 1 addition & 1 deletion AUDIO/ReleaseScriptAudioBank.md
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void RELEASE_SCRIPT_AUDIO_BANK();
```


Unloads all audio banks requested by this script.
3 changes: 2 additions & 1 deletion AUDIO/ReleaseSoundId.md
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Expand Up @@ -8,7 +8,8 @@ ns: AUDIO
void RELEASE_SOUND_ID(int soundId);
```
This should be called once a sound has finished being manipulated by the script so that its SoundId can be released and re-used.
## Parameters
* **soundId**:
* **soundId**:

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