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BLADERUNNER: Fixed panning of speech
Cleanup of other sound pannings
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@@ -963,7 +963,7 @@ void ScriptBase::Sound_Left_Footstep_Walk(int actorId) {
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_vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundWalkLeft(walkboxId);
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_vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume();
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_vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance();
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_vm->_walkSoundPan = _vm->_actors[actorId]->soundPan();
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}
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void ScriptBase::Sound_Right_Footstep_Walk(int actorId) {
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@@ -975,7 +975,7 @@ void ScriptBase::Sound_Right_Footstep_Walk(int actorId) {
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_vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundWalkRight(walkboxId);
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_vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume();
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_vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance();
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_vm->_walkSoundPan = _vm->_actors[actorId]->soundPan();
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}
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void ScriptBase::Sound_Left_Footstep_Run(int actorId) {
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@@ -987,7 +987,7 @@ void ScriptBase::Sound_Left_Footstep_Run(int actorId) {
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_vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundRunLeft(walkboxId);
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_vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume();
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_vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance();
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_vm->_walkSoundPan = _vm->_actors[actorId]->soundPan();
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}
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void ScriptBase::Sound_Right_Footstep_Run(int actorId) {
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@@ -999,7 +999,7 @@ void ScriptBase::Sound_Right_Footstep_Run(int actorId) {
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_vm->_walkSoundId = _vm->_scene->_set->getWalkboxSoundRunRight(walkboxId);
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_vm->_walkSoundVolume = _vm->_actors[actorId]->soundVolume();
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_vm->_walkSoundBalance = _vm->_actors[actorId]->soundBalance();
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_vm->_walkSoundPan = _vm->_actors[actorId]->soundPan();
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}
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// ScriptBase::Sound_Walk_Shuffle_Stop
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