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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

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

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

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