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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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engineer124 2022-01-15 09:13:04 +11:00 committed by GitHub
parent 9fec455805
commit 9450272503
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 255 additions and 178 deletions

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@ -1899,7 +1899,7 @@ void AudioHeap_InitMainPools(s32 sizeForAudioInitPool);
void* AudioHeap_AllocCached(s32 tableType, s32 size, s32 cache, s32 id);
void* AudioHeap_SearchCaches(s32 tableType, s32 arg1, s32 id);
void* AudioHeap_SearchRegularCaches(s32 tableType, s32 cache, s32 id);
void AudioHeap_LoadFilter(s16* filter, s32 filter1, s32 filter2);
void AudioHeap_LoadFilter(s16* filter, s32 lowPassCutoff, s32 highPassCutoff);
s32 AudioHeap_ResetStep(void);
void AudioHeap_Init(void);
void* AudioHeap_SearchPermanentCache(s32 tableType, s32 id);
@ -2032,8 +2032,8 @@ void Audio_PlaySoundWaterfall(Vec3f* pos, f32 freqScale);
void func_800F47BC(void);
void func_800F47FC(void);
void func_800F483C(u8 targetVol, u8 volFadeTimer);
void func_800F4870(u8);
void func_800F4A54(u8);
void Audio_SetGanonsTowerBgmVolumeLevel(u8 ganonsTowerLevel);
void Audio_LowerMainBgmVolume(u8 volume);
void Audio_PlaySoundIncreasinglyTransposed(Vec3f* pos, s16 sfxId, u8* semitones);
void Audio_ResetIncreasingTranspose(void);
void Audio_PlaySoundTransposed(Vec3f* pos, u16 sfxId, s8 semitone);