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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