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fig02 2025-04-24 14:37:47 -04:00
parent e8e66441f1
commit 3679988add
3 changed files with 6 additions and 6 deletions

View file

@ -898,7 +898,7 @@ AudioTable* AudioLoad_GetLoadTable(s32 tableType) {
/**
* Read and extract information from soundFont binary loaded into ram.
* Also relocate offsets into pointers within this loaded soundFont.
*
*
* original name: Nas_BankOfsToAddr_Inner
*
* @param fontId index of font being processed
@ -1859,7 +1859,7 @@ void AudioLoad_AsyncDmaUnkMedium(u32 devAddr, void* ramAddr, u32 size, s16 arg3)
* Also relocate offsets into pointers within this loaded TunedSample
*
* original name: __WaveTouch
*
*
* @param fontId index of font being processed
* @param fontData ram address of raw soundfont binary loaded into cache
* @param sampleBankReloc information on the sampleBank containing raw audio samples
@ -1917,7 +1917,7 @@ void AudioLoad_RelocateSample(TunedSample* tunedSample, SoundFontData* fontData,
/**
* original name: Nas_BankOfsToAddr
*
*
* @param fontId index of font being processed
* @param fontData ram address of raw soundfont binary loaded into cache
* @param sampleBankReloc information on the sampleBank containing raw audio samples

View file

@ -164,7 +164,7 @@ u8 sSeqInstructionArgsTable[] = {
* Read and return the argument from the sequence script for a control flow instruction.
* Control flow instructions (>= ASEQ_OP_CONTROL_FLOW_FIRST) can only have 0 or 1 args.
* @return the argument value for a control flow instruction, or 0 if there is no argument
*
*
* original name: Convert_Com
*/
u16 AudioSeq_GetScriptControlFlowArgument(SeqScriptState* state, u8 cmd) {
@ -187,7 +187,7 @@ u16 AudioSeq_GetScriptControlFlowArgument(SeqScriptState* state, u8 cmd) {
/**
* Read and execute the control flow sequence instructions
* @return number of frames until next instruction. -1 signals termination
*
*
* original name: Common_Com
*/
s32 AudioSeq_HandleScriptFlowControl(SequencePlayer* seqPlayer, SeqScriptState* state, s32 cmd, s32 cmdArg) {

View file

@ -30,7 +30,7 @@ static AudioTask* sWaitingAudioTask = NULL;
/**
* This is Audio_Update for the audio thread
*
*
* original name: CreateAudioTask (note: function is heavily modified in Animal Crossing)
*/
AudioTask* AudioThread_UpdateImpl(void) {