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3 changed files with 6 additions and 6 deletions
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@ -898,7 +898,7 @@ AudioTable* AudioLoad_GetLoadTable(s32 tableType) {
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/**
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* Read and extract information from soundFont binary loaded into ram.
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* Also relocate offsets into pointers within this loaded soundFont.
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*
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*
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* original name: Nas_BankOfsToAddr_Inner
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*
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* @param fontId index of font being processed
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@ -1859,7 +1859,7 @@ void AudioLoad_AsyncDmaUnkMedium(u32 devAddr, void* ramAddr, u32 size, s16 arg3)
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* Also relocate offsets into pointers within this loaded TunedSample
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*
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* original name: __WaveTouch
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*
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*
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* @param fontId index of font being processed
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* @param fontData ram address of raw soundfont binary loaded into cache
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* @param sampleBankReloc information on the sampleBank containing raw audio samples
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@ -1917,7 +1917,7 @@ void AudioLoad_RelocateSample(TunedSample* tunedSample, SoundFontData* fontData,
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/**
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* original name: Nas_BankOfsToAddr
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*
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*
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* @param fontId index of font being processed
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* @param fontData ram address of raw soundfont binary loaded into cache
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* @param sampleBankReloc information on the sampleBank containing raw audio samples
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@ -164,7 +164,7 @@ u8 sSeqInstructionArgsTable[] = {
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* Read and return the argument from the sequence script for a control flow instruction.
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* Control flow instructions (>= ASEQ_OP_CONTROL_FLOW_FIRST) can only have 0 or 1 args.
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* @return the argument value for a control flow instruction, or 0 if there is no argument
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*
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*
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* original name: Convert_Com
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*/
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u16 AudioSeq_GetScriptControlFlowArgument(SeqScriptState* state, u8 cmd) {
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@ -187,7 +187,7 @@ u16 AudioSeq_GetScriptControlFlowArgument(SeqScriptState* state, u8 cmd) {
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/**
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* Read and execute the control flow sequence instructions
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* @return number of frames until next instruction. -1 signals termination
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*
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*
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* original name: Common_Com
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*/
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s32 AudioSeq_HandleScriptFlowControl(SequencePlayer* seqPlayer, SeqScriptState* state, s32 cmd, s32 cmdArg) {
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@ -30,7 +30,7 @@ static AudioTask* sWaitingAudioTask = NULL;
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/**
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* This is Audio_Update for the audio thread
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*
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*
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* original name: CreateAudioTask (note: function is heavily modified in Animal Crossing)
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*/
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AudioTask* AudioThread_UpdateImpl(void) {
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