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Document parts of audio (#1000)

* Minor labelling

* progress

* play percentage -> delay

* duration -> gatetime

* more

* more

* more

* seqIdx -> playerIdx

* more

* more

* more

* more

* format

* fix comment

* filters

* more

* media

* confusion

* Sync load is actually slow load

* AudioHeap prefix

* more

* more

* reformat

* more

* more

* AudioLoad

* more

* more

* seq banks

* more consistent

* more

* name last function in audio_load

* More audio_synthesis

* clean up audio tables

* minor

* slow/fast load ramAddr

* format

* remove unused

* Remove union

* remove padding

* audio bank -> sound font

* seqLayer -> layer

* stuff

* seqChannel -> channel

* ChannelLayer -> Layer

* remove define, add bug comment

* format

* more

* cache enum

* more

* AudioSeq function prefix

* naming

* bankIdx -> bankId

* more

* format

* review

* more

* fixes

* avoid hardcoded sfxid's

* SE -> Sfx

Co-authored-by: zelda2774 <zelda2774@invalid>
This commit is contained in:
zelda2774 2021-11-07 17:58:50 +01:00 committed by GitHub
parent 823a3c0754
commit 5ad7cf9dbb
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GPG key ID: 4AEE18F83AFDEB23
50 changed files with 3493 additions and 3508 deletions

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@ -51,7 +51,7 @@ void Fault_ClientProcessThread(void* arg) {
}
if (ctx->queue != NULL) {
osSendMesg(ctx->queue, ctx->msg, 1);
osSendMesg(ctx->queue, ctx->msg, OS_MESG_BLOCK);
}
}
@ -81,7 +81,7 @@ void Fault_ProcessClientContext(FaultClientContext* ctx) {
while (true) {
osSetTimer(&timer, OS_USEC_TO_CYCLES(1000000), 0, &queue, (OSMesg)timerMsgVal);
osRecvMesg(&queue, &recMsg, 1);
osRecvMesg(&queue, &recMsg, OS_MESG_BLOCK);
if (recMsg != (OSMesg)666) {
break;
@ -957,7 +957,7 @@ void Fault_ThreadEntry(void* arg) {
while (true) {
do {
osRecvMesg(&sFaultStructPtr->queue, &msg, 1);
osRecvMesg(&sFaultStructPtr->queue, &msg, OS_MESG_BLOCK);
if (msg == (OSMesg)1) {
sFaultStructPtr->msgId = 1;