Loaded and returned audio banks. Let's see if this actually works, though...
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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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