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feat(loading): optional background loading: sound files decoded by worker threads (sound.asyncload), data of dds textures read by worker threads (gfx.textures.streaming), gl textures of vehicles farther than a multiple of the draw range released (gfx.textures.releasedistance); all off by default
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@@ -109,6 +109,8 @@ public:
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audio::buffer_handle fetch_buffer( std::string const &Filename );
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audio::openal_buffer const &buffer( audio::buffer_handle const Buffer ) const;
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// makes buffers of all sound files still decoded in the background (sound.asyncload), waiting for them
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void complete_buffers();
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bool init();
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