Loaded and returned audio banks. Let's see if this actually works, though...
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@@ -807,16 +807,6 @@ void create_next_audio_buffer(s16 *samples, u32 num_samples) {
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#endif
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#endif
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/**
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* Called from threads: thread5_game_loop
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*/
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void play_sound(s32 soundBits, f32 *pos) {
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sSoundRequests[sSoundRequestCount].soundBits = soundBits;
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sSoundRequests[sSoundRequestCount].position = pos;
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sSoundRequestCount++;
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//DEBUG_PRINT("play_sound(%d) request#%d; pos %f %f %f\n", soundBits,sSoundRequestCount,pos[0],pos[1],pos[2]);
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}
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/**
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* Called from threads: thread4_sound, thread5_game_loop (EU only)
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*/
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@@ -28,7 +28,6 @@ extern u8 gAudioSPTaskYieldBuffer[]; // ucode yield data ptr; only used in JP
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struct SPTask *create_next_audio_frame_task(void);
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void create_next_audio_buffer(s16 *samples, u32 num_samples);
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void play_sound(s32 soundBits, f32 *pos);
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void audio_signal_game_loop_tick(void);
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void seq_player_fade_out(u8 player, u16 fadeDuration);
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void fade_volume_scale(u8 player, u8 targetScale, u16 fadeDuration);
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@@ -76,6 +76,8 @@ struct PatchStruct {
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extern struct UnkStructSH8034EC88 D_SH_8034EC88[0x80];
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#endif
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struct AudioBank *bank_load_immediate(s32 bankId, s32 arg1);
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void audio_dma_partial_copy_async(uintptr_t *devAddr, u8 **vAddr, ssize_t *remaining, OSMesgQueue *queue, OSIoMesg *mesg);
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void decrease_sample_dma_ttls(void);
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#ifdef VERSION_SH
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