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Improve River_Sound Docs (#1100)
* river_sound docs * Small touch-up * PR Suggestions * Improve comments on river line calculations * More PR Feedback * after analyzing the filter data for MM, lowPassFilter is reverse to what I thought it was
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5 changed files with 255 additions and 178 deletions
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@ -1899,7 +1899,7 @@ void AudioHeap_InitMainPools(s32 sizeForAudioInitPool);
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void* AudioHeap_AllocCached(s32 tableType, s32 size, s32 cache, s32 id);
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void* AudioHeap_SearchCaches(s32 tableType, s32 arg1, s32 id);
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void* AudioHeap_SearchRegularCaches(s32 tableType, s32 cache, s32 id);
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void AudioHeap_LoadFilter(s16* filter, s32 filter1, s32 filter2);
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void AudioHeap_LoadFilter(s16* filter, s32 lowPassCutoff, s32 highPassCutoff);
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s32 AudioHeap_ResetStep(void);
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void AudioHeap_Init(void);
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void* AudioHeap_SearchPermanentCache(s32 tableType, s32 id);
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@ -2032,8 +2032,8 @@ void Audio_PlaySoundWaterfall(Vec3f* pos, f32 freqScale);
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void func_800F47BC(void);
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void func_800F47FC(void);
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void func_800F483C(u8 targetVol, u8 volFadeTimer);
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void func_800F4870(u8);
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void func_800F4A54(u8);
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void Audio_SetGanonsTowerBgmVolumeLevel(u8 ganonsTowerLevel);
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void Audio_LowerMainBgmVolume(u8 volume);
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void Audio_PlaySoundIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
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void Audio_ResetIncreasingTranspose(void);
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void Audio_PlaySoundTransposed(Vec3f* pos, u16 sfxId, s8 semitone);
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