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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>
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50 changed files with 3493 additions and 3508 deletions
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@ -205,7 +205,7 @@ void Gameplay_Init(GameState* thisx) {
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GameState_Realloc(&globalCtx->state, 0x1D4790);
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KaleidoManager_Init(globalCtx);
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View_Init(&globalCtx->view, gfxCtx);
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func_800F6828(0);
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Audio_SetExtraFilter(0);
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Quake_Init();
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for (i = 0; i < 4; i++) {
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@ -402,7 +402,7 @@ void Gameplay_Init(GameState* thisx) {
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if (dREG(95) != 0) {
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D_8012D1F0 = D_801614D0;
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osSyncPrintf("\nkawauso_data=[%x]", D_8012D1F0);
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DmaMgr_DMARomToRam(0x03FEB000, (u32)D_8012D1F0, sizeof(D_801614D0));
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DmaMgr_DmaRomToRam(0x03FEB000, (u32)D_8012D1F0, sizeof(D_801614D0));
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}
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}
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