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5ad7cf9dbb
* 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>
13 lines
228 B
C
13 lines
228 B
C
#include "global.h"
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u8 D_8012D200[] = {
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0, 1, 2, 3, 4, 5, 6,
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};
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void func_800C3C20(void) {
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s32 i;
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for (i = 0; (i < ARRAY_COUNT(D_8012D200)) & 0xFFFFFFFF; i++) {
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Audio_StopSfxByBank(D_8012D200[i]);
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}
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}
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