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Name variables for Audio_PlaySoundGeneral (#1198)
* Rename variables and function * Improve comment * PR Suggestion * PR Suggestions * Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx` * Oops, fixed that
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98 changed files with 1026 additions and 721 deletions
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@ -79,13 +79,18 @@ u8 gSfxChannelLayout = 0;
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u16 D_801333D0 = 0;
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Vec3f D_801333D4 = { 0.0f, 0.0f, 0.0f }; // default pos
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// The center of the screen in projected coordinates.
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// Gives the impression that the sfx has no specific location
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Vec3f gSfxDefaultPos = { 0.0f, 0.0f, 0.0f };
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f32 D_801333E0 = 1.0f; // default freqScale
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// Reused as either frequency or volume multiplicative scaling factor
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// Does not alter or change frequency or volume
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f32 gSfxDefaultFreqAndVolScale = 1.0f;
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s32 D_801333E4 = 0; // unused
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s8 D_801333E8 = 0; // default reverbAdd
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// Adds no reverb to the existing reverb
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s8 gSfxDefaultReverb = 0;
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s32 D_801333EC = 0; // unused
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@ -370,7 +375,7 @@ void Audio_ChooseActiveSounds(u8 bankId) {
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} else if (gSoundBanks[bankId][entryIndex].state != SFX_STATE_EMPTY) {
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entry = &gSoundBanks[bankId][entryIndex];
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if (&D_801333D4.x == entry[0].posX) {
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if (&gSfxDefaultPos.x == entry[0].posX) {
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entry->dist = 0.0f;
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} else {
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tempf1 = *entry->posY * 1;
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